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Broken Silicon 117: Dune the Game, Cyberpunk 2077 Mistakes, Next Gen Ray Tracing | Studio Director

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.


0:00 What does an Operations Director do for a studio?

3:40 Paxton's Gaming Origins - Atari, NES, PS1, World of Warcraft & Battlefield on PC

11:34 When do game studios upgrade their PCs?  How are the shortages affecting them?

16:26 How did Funcom gain the rights to make a Dune Survival Game? Will it be good?

25:37 Why do games sometimes fail?

30:14 What makes a studio cancel a game mid-development?

35:20 Why did CyberPunk 2077 release buggy?  Are rising AAA costs sustainable?

42:58 Early Access and Kickstarter Funding Models

52:25 Tencent funding Western games - Should we be worried about outside censorship?

57:29 Next Gen Motion Capture

1:01:08 How do people get into game development?

1:07:58 Game Development Misconceptions, thoughts on Crunch Culture

1:12:35 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

Broken Silicon 117: Dune the Game, Cyberpunk 2077 Mistakes, Next Gen Ray Tracing | Studio Director

Comments

I concur with Tick, haven't listened but very eager to expand my perspective with this episode. Also : DUNE is great! Read it!

Shadhahvar

Haven't seen yet, but thank you for continuing to get different perspectives that go into realms beyond framerates and resolutions. It really distinguishes this podcast from most of the PC crowd on YT.

Tick Dickler


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