惯性聚合 高效追踪和阅读你感兴趣的博客、新闻、科技资讯
阅读原文 在惯性聚合中打开

推荐订阅源

L
LangChain Blog
V
V2EX
爱范儿
爱范儿
freeCodeCamp Programming Tutorials: Python, JavaScript, Git & More
Martin Fowler
Martin Fowler
OSCHINA 社区最新新闻
OSCHINA 社区最新新闻
Apple Machine Learning Research
Apple Machine Learning Research
WordPress大学
WordPress大学
有赞技术团队
有赞技术团队
宝玉的分享
宝玉的分享
Last Week in AI
Last Week in AI
让小产品的独立变现更简单 - ezindie.com
让小产品的独立变现更简单 - ezindie.com
罗磊的独立博客
小众软件
小众软件
Vercel News
Vercel News
博客园 - 司徒正美
阮一峰的网络日志
阮一峰的网络日志
V
Visual Studio Blog
J
Java Code Geeks
P
Proofpoint News Feed
MongoDB | Blog
MongoDB | Blog
B
Blog
美团技术团队
量子位

Rock Paper Shotgun Latest Articles Feed

007 First Light review - a flowing thriller that blends occasional sandboxy spying into an exotic rollercoaster ride Catch the scalpers who get rich flipping Pokémon TCG cards in this very vindictive shop management game "They have the biggest bullsh*t detectors on the planet": How the unlikely EVE Online x Google DeepMind AI partnership landed with players 007 First Light's launch bugs and fixes prove disappointingly short on material for James Bond quips "Stay on target": Helldivers 2 gets a big performance patch with upscaler support, but it isn't working brilliantly for everybody Sci-fi RTS ZeroSpace combines StarCraft with Mass Effect RPG choices and look, they've got a Homeworld guy doing the mechs The Witcher 4 is the work of over twice as many CD Projekt staff as The Witcher 3, in a fresh display of how blockbluster team sizes have ballooned Stop Killing Games-backed bill that'd bar publishers from switching off game servers without thinking of players passes California State Assembly vote Heroes of Might and Magic: Olden Era is getting a roguelike mode, a Thieves Guild, and a sprawling underworld with unique terrain Amidst ongoing legal proceedings, Rockstar devs have publicly formed a union with the IWGB Red Frame is a Witnessian puzzle game where every red frame you find has a conundrum for you to solve Here's a choose your own adventure RPG from a former Capcom dev who spent six years in a remote Japanese mountain village making it The Remake of the End of the Greatest RPG of All Time, out today, wants you to figure out what the greatest RPG of all time really is Call of Duty: Modern Warfare 4, not to be confused with Call of Duty 4: Modern Warfare, sees North Korea invade South Korea Planet Zoo 2 is on the way later this year, adding in aquatic animals as a big win for mola mola lovers Bungie are making it easy for you to try Marathon by launching its new season with a free week, right when veteran players lose all their best gear Krafton have reportedly agreed to pay Subnautica 2's devs that $250 million bonus, following strong early sales The Steam Deck OLED's price hikes have killed its status as the best deal in PC games hardware Witcher 3 modders have already added Geralt's new sword from the Songs of the Past expansion to the base game The demand for weapons in Subnautica 2 reveals the difficulty of separating open worlds from conquest Paralives is possibly the first ever videogame with a character editor that gives people motion sickness 007 First Light's PC performance isn't quite martini-smooth, but it's a damn sight better than that stuttering reveal footage 007 First Light is now out in full, and I hope the masses are ready to face the most difficult decision of their lives Helldivers 2-esque war against a giant evil robo-eye beckons in No Man's Sky's The Swarm update, invading the galaxy right now After 10 years of work, modders have remade classic RPG Ultima Underworld in Unity with 3D models, new sound effects, and controller support Geralt's back for one last Roach ride in long-rumoured The Witcher 3: Wild Hunt expansion Songs of the Past Red Dead Online wasn't a missed opportunity in the eyes of Take-Two's boss, but I'd say it's proof that following the GTA train doesn't guarantee the world There are a million ways to deliver ore in Starminer, a real-time space strategy sim with zero-G physics - just beware your greed doesn't attract the aliens The first, cinematic look at Marathon season 2 paints it as the horror game it always should have been Yerba Buena, out today, is a Portal-esque puzzle platformer where your weapon of choice is copying and pasting physics
"Seven or eight years is not that unusual": Diablo 4 lead...
Edwin Evans-Thirlwell · 2026-05-20 · via Rock Paper Shotgun Latest Articles Feed

"The best teams have all seniority levels", notes Blizzard and Ubisoft old-timer

A closeup on one of the female body types for the Spiritborn in the Diablo IV character creation screen.
Image credit: Rock Paper Shotgun/Blizzard

The biggest videogames are taking longer to make, according to Diablo 4 lead engine engineer Marcin Undak, and one consequence is that there are fewer junior openings at industry dreadnoughts like Blizzard and CD Projekt, because companies prefer to hire juniors right at the start of development. This isn't ideal, Undak suggested, because "the best teams" have a healthy mixture of crabby old wizards and sparky bantlings. OK, he did not call anybody either a wizard or a bantling. Maybe next time.

Undak offered these thoughts during a presentation at this year's Digital Dragons conference about what working on an "AAA" game is really like. "AAA" is a much-bewangled buzzword, of course. Undak - who worked at Ubisoft, Google and Epic, before joining Microsoft's military entertainment subcomplex - defined it in broad strokes as "the biggest, the best and the most technologically advanced".

"It's usually hundreds of people per team, hundreds of millions of dollars for budgets, games are usually released on all possible platforms, unless they're exclusives," he said. "And they take three or more years to make. Recently, even seven or eight years is not that unusual."

It obviously varies by the production, but that last thought echoes what assorted Tencent, Unity and Hooded Horse execs told Game Developer in September last year. The C-suite herd attributed the lengthening of development cycles to the photorealism arms race, greater pressure to boff bugs, and bad communication within massive teams, among other factors. I've spoken to a few industry people myself about increasing production length, but I've never really considered the implications for job applicants with less experience.

During a Q&A after the presentation, a younger indie character artist observed that there appear to be fewer junior roles open at companies like CD Projekt, and that companies now have higher expectations even for junior applicants.

"I agree that the bar is really high even for a junior position," Undak replied. "But as I mentioned in my presentation, I think it was always like that. Even for a junior position, it didn't mean that you don't know how to do your job. You still need to have experience. Maybe not working experience, but you know, from your personal projects and things like that.

"To answer the fact that there are less junior positions, I think it depends," he went on. "It depends on [what stage] the projects currently are. So usually, when big companies start new projects, there are going to be more open roles, for all seniority levels – especially juniors, because they know they're going to have time for those juniors to learn on the job.

"But if the game is already in full production, and they just need some roles, they usually open just senior positions. And because the cycle of the productions is getting longer and longer, it might take years for a big company like Blizzard or CD Projekt to start a new project, and start opening those roles."

The younger developer had a follow-up question: in general, is it more valuable to hire somebody with less experience at the start of a project, and build them up over the course of production?

"The best teams have all seniority levels," said Undak. "Because when you only have seniors and principals, those people are usually there for a long time and they are very good at what they're doing, but maybe not as excited as junior people that come in. And also junior people bring more fresh ideas. I think recently, Expedition 33 was a great example of what a passionate team of junior people can achieve."

I'm not entirely sure I'd characterise the Expedition 33 developers as "junior", in terms of either depth or breadth of CV. To pick a few names from their staff page, Sandfall studio founder Guillaume Broche is a former narrative lead at Ubisoft Shanghai and associate producer for The Division 2 and Ghost Recon: Breakpoint. Lead writer Jennifer Svedberg-Yen is a former investment banker who briefly worked at NASA. Even conspicuously bright-eyed UI and gameplay programmer Victor Boulez had several years at Splash Damage, Cyanide and Virtro under his belt before joining Sandfall.

Still, I guess this supports the point about high expectations for even starting roles at major companies. Imagine going into a videogame company interview and hearing that the previous applicant worked at NASA. "A likely story," I'd have scoffed. "Now gimme the gig, gramps! ('Gig' is what we precarious young persons call a 'job'.) Please hire me for the good of my brain - I have all these passionate ideas threatening to pour out of my ears."

This article was based on a press trip to Digital Dragons, with the event's organisers paying for travel and accommodation.