Game Discussions Star Citizen Discussion Thread v12

Meow, quite the Glassdoor review...

Former Employee

Worst company I ever worked for, BY A LARGE MARGIN​

22 Jan 2023 — Artist

Pros

- There's still some really passionate artist in this company. Working life is stressing but you can learn a lot from the right colleague. Really talented artists with decades of experience.

- Assets are very high-end. If you can handle the quality required, this can be a very satisfying project.

- Scheduling is elastic. Since asset quality bar is very high, if you can't meet deliveries, you usually can ask for more time.

- Only few short episodes of over time (of course; this project is not meant to be finalized anytime soon...)

Cons

- This is not a project for Junior artists: They do not get the support they deserve and they get assigned tasks above their skill level. Burnout and low moral are quite common.

- If you don't belong to the right team, you may endup receiving constantly the crappiest tasks, while your colleagues will work on something much cooler. There's a heavy double scale in the way individual get treated in this company.

- Espides of mobbing, harassing, and bad talking about team mates, as soon as they were not around. It's a very toxic environ. HR conveniently turned on the blind eye.

- Perfectly working assets get remade over ten times, sometimes from scratch, because of a change of mind over a previously aproved concept design.

- Too many people are there just to fill their own portfolio or maintain their positions. This include part of the management team. Wether the project will be properly working is not a concern.

- You may not be allowed to publish your work for many years.

- Company is famous for making promises to their employees and bakers and not keeping them.

- There's a very high turnover: Many artists and even managers leave the company after less than 1 year. Company has never shown no sign of giving a crap about it.

- Management and leads are often incapacitated to do their work properly because of the micromanaging coming from the top of the hierarchy.

- A solid gamplay plan hasn't been yet defined. Portions of the games are still completely missing, and they are not even in production, yet.

- Artists have to constantly patch up, or remake, previous assets, to be compatible with newly implemented and never previously discussed game play features.

- Marketing is the worst team I have ever witness in any company. The incompetence related to any notion of how to produce a video game is just unbearable. We produce evey year countless assets breaking any technical rule in our game, only because of the escessive push from marketing.

- Star Citizen project has potential but it feels more and more the only thing CIG cares is feeding his own crowd funding, instead of focusing on releasing the game.

- The idea of the project itself feels unstable: Most of the content created doesn't come from a structured game play planning, but from what it has been shown in some other game or movie.

- Salaries are not terrible, but consideing the highly insufficient package of benefits and the almost ridiculous annual bonuses, I wouldn't recommend this company at all.

Advice to Management

- Start trusting your Art Directors and Leads. They were assigned those roles for a reason.

- Have some consideration for your employees. Many of them leave the company disappointed and infuriated. Listen to their complains.

- Stop micromanaging this project.

- Stop remaking the same existing assets at nausea, and focus on finalizing the missing game portions. You'll have plenty of time for polishing, after that.

https://www.glassdoor.co.uk/Overview/Working-at-Cloud-Imperium-Games-EI_IE776546.11,31.htm

Take with the usual shovel of salt. (But sounds believable ;))

EDIT: Most intriguing bit is possibly this bit:

Marketing is the worst team I have ever witness in any company. The incompetence related to any notion of how to produce a video game is just unbearable. We produce evey year countless assets breaking any technical rule in our game, only because of the escessive push from marketing.

Most familiar tropes possibly these bits ;)

Artists have to constantly patch up, or remake, previous assets, to be compatible with newly implemented and never previously discussed game play features.
The idea of the project itself feels unstable: Most of the content created doesn't come from a structured game play planning, but from what it has been shown in some other game or movie.
 
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Viajero

Volunteer Moderator
That SC ad, guess it also clears any doubts, if there was any, about the game being already released, in Early Access.

JhlMT0G.jpg
 
I keep wondering that by the time Sqn42 is released (😉), if it'll come under the "Alternative History" section rather than "Sci-Fi"?
Christ Roberst probably left the design document as a trust for his great grand children to complete the game with all the hand waving to explain how game mechanics and physics works.
That SC ad, guess it also clears any doubts, if there was any, about the game being already released, in Early Access.

JhlMT0G.jpg
'Early Alpha Access' that's been available for nearly a decade? I don't think there's anything early about version 3.18.
 
You can give Star Citizen one thing. No other games ever trended without all those streamers not even playing it. It must be that good.
To be fair, I'd prefer having these canariesnice streamers test that patch before I waste a few hours doing so myself ;) (I try my usual loop about every patch to see if there has been any progress...). So for instance here I'll wait a few weeks before I get to try, or even wait for 3.18.1 that will certainly become reality in the upcoming months.
 
curious what you would consider "a lot of state" or a "normal level of state"
A lot of state, for a video game, would be games like Minecraft, Roblox, Little Big Planet, Second Life, etc. where you're dealing with a lot of data that isn't static, might also be heavyweight media and user-authored scripting, and you have to put real thought into what a user's footprint will be. Subnautica also had a lot of state although the reason for that was the scrapped terraforming feature (voxel-based, you could sculpt the whole 4km3 world, it's still in the game if you know how to enable it) so, as released, it was juggling a massive amount of state for nothing and paid a high cost in both complexity and performance.

Normal levels of state for a game are you've got Dude Everyman and his collection of 10-20 inventory squares who exists at an x,y,z,parent position, has maybe 100 flags, some health and gun juice, and there are maybe 10 nearby enemies. These games could serialize their state into less than 1k if someone on the team cared enough. Everything else is run-time state and not relevant to "why is our database melting through to China".

For Star Citizen, you were pretty close to Dude Everyman in theory until fairly recently, at least as far as on-disk state goes. The addition of damage maps to ships requires that map to get saved (while just a texture, it's a lot more than they had before), and the recent feature of persistent littering means you've got a bunch of penguins with x,y,z,parent coordinates to dump into your favorite spatial data structure somewhere. That's really not much state per user though, maybe it sounds cooler when Chris talks about it, but I have more labels placed on a hiking website's map than I have penguins on planets, and the cost of these features is similar.

There's a lot of "NEVER BEEN DONE BEFORE" talk in Star Citizen land, but everyone outside of video games considers these to be quite small footprints per user, and within video games, even Ultima Online back in '98 was weightier. It had players with several thousand items to their name, several thousand decorations placed in their houses, you could drop things in the world persistently (eventually they added something like an 8 hour decay time because the world was getting trashed), you could write into books in the world persistently, and they later added custom houses as well (stolen straight from The Sims Online whose programmers never got the credit they deserved). You could also drive your boat full of garbage both in the hold and scattered on deck with as many players as you could cram onto it across the server boundaries as UO had a seamless world with what the cult knows as "static server meshing". It was a bit janky, and if you played UO and remember your tillerman occasionally saying "Ar, turbulent water!", this would trigger when crossing server boundaries as a bit of a gag by the devs to cover for players occasionally ending up overboard.
 
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