Eric Smolikowski
esmolikowski.bsky.social
Eric Smolikowski
@esmolikowski.bsky.social
Principal Software Architect at Walt Disney Imagineering. Smugglers Run, galactic Starcruiser, Journey of Water. Previously in game industry. God of War 3, Mercenaries 2, Destroy All Humans! Love computer graphics, tools and games. Opinions are my own.
A lot of us software engineers, and probably more so in the game industry but not only, are on the spectrum. And many never got diagnosed.
April 17, 2025 at 4:16 AM
We use sentry for crash reporting and splunk for telemetry. Though we’re still at its inception as the logistics are a bit complicated for the stuff we do (theme parks).
February 26, 2025 at 1:22 PM
And now Zuck is planning to layoff 5% of the workforce, and later replace midlevel engineers with AI? This is not gonna end well…
January 16, 2025 at 2:34 AM
Sometimes I feel like we’re living in another dimension. Things are really going side ways… or upside down, not sure!
January 12, 2025 at 4:10 AM
Super cool. Totally demoscene worthy! Reminds me of the cube with plasma animation in second reality.
January 3, 2025 at 3:27 PM
You can always deploy a pyinstaller version which turns your script into a standalone app.
December 25, 2024 at 12:18 AM
Man that sounds like a cool gig. I’d totally apply, and would be awesome to work with you and the team Tobias!! But can’t do the UK. I might talk to the wife nonetheless.
December 23, 2024 at 6:53 PM
I use PySide. Quite effective.
December 23, 2024 at 4:21 AM
I’m thinking it would work pretty well for somewhat generic assets like trees, shrub, rocks, terrain textures etc… we already used tweaked procedural textures/models. I just see GenAI be an extension of that.
December 12, 2024 at 2:33 AM
100% but I wonder if GenAI art would work if you train your model with IP content prebuilt by your artist. That would make art generated by AI just be a variation/derivative from original art with minimal impact to AD.
December 12, 2024 at 2:33 AM
This has gotten much worse over time. So much performance left on the table. But in the end it doesn’t matter as much. Can be fixed with content.
December 11, 2024 at 8:33 PM
I think that’s a source of complaint, because you’d end up in a situation where you couldn’t ship your game even at a lower performance like you did on Xenon.
December 8, 2024 at 2:24 AM
This is a great post Jaymin, but I’m not sure it sells the SPUs as not being as hard to program as the press made it sound. In fact, in many place in your post you say ‘doing x was hard’ like your texture tiling problem, and having to rethink the algorithm.
December 8, 2024 at 2:24 AM
It’s a difficult debate. Both should be able to deliver a high quality product. The main difference would be on scope. An indie game will not deliver the same as AAA, but they also do not charge the same…
December 3, 2024 at 1:17 PM
I should rephrase. Asset tracker tool -> robust asset tracker! And I’m just thinking of the 3D production. I’m totally omitting the pre-production concepting of said assets. Yet those are so critical to understand the life of the asset.
November 30, 2024 at 11:09 PM