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Just some insight from someone who works for a game developer
I'm not going to name drop my company but we're the biggest player in our segment and have BIG mainstream celebrities attached to our niche. I did my undergrad in math & business (UWaterloo) and have a decent understanding of programming. I've played video games since I was 7 (hundreds of GBA games, SC, Ijji/Nexon titles, CS 1.6 and DotA since the WC3 days as well as competitively in some CEVO tournaments before quitting). I'm not a developesoftware engineer (I'm going to use the term SWE for short). but I work alongside them as a BA/Project Manager. There are some topics I'd like to address and provide insight on what modern game development looks like.
First, developers are not fucking around all day. From my personal experience and from friends who have interned and currently work at Riot Games, EA and Ubisoft... if you're a SWE at a game developer - you probably hate your fucking life. It's very normal to be pulling 60+ hours/week in this industry and you are not compensated more for it. We actually had developers quit during COVID. Yeah, just think about that - leaving a six figure job during these times. Honestly, if you were smart enough to work at the FAANG, you wouldn't work for a game developer voluntarily (you're actually paid more to work less hours at FAANG well maybe not Amazon lol).
Software development at most large technology companies is done in the "agile" process where it is developed in short segmented periods (say 3-4 weeks) where a mountain of work is first backlogged and then prioritized to be done. The backlog of work is often for features and products that won't be seen for 2+ months. It's basically a shit show of planning and meetings and then a pure grind to the deadline. Part of this is gathering requirements - explaining in technical English how something works (from the data layer all the to way to functionality) and gathering estimates for sprint planning. At the deadline, code/changes are merged to the master and saved - think of it as your version X.Y. Bugs are always discovered and fixes are added as tickets on top of the backlog. Obviously if it's game breaking and must be addressed - it has higher priority and they'll make an exception to patch the game ASAP.
If I had to estimate the breakdown of Respawn's employee count (315 as of 2019). I'd say 50% aren't technical at all: Payroll, accounting, marketing, HR, operations, legal and actual IT. The next breakdown would be payments, cyber security, devops, JIRA/systems admins and server architecture. From my internal estimate, I'd say 15% of a company is just focused on this. Some of you take for granted of having your credit card information protected.
The next breakdown - product management (called producers in gaming) & analytics, core game developers, graphics/animators, BAs/project managers, and QAs. You usually have 1 producer minimum per title (Respawn works on Star Wars as well) and you might break it down further (Producer for platform or by feature e.g. lobby UI/UX or core game). I'd say 10% of the team falls in the produceproject manageanalytics area so that leaves about 25% divided among the technical crowd (79 people). One tries to mitigate bugs by having a robust QA team and the size of the team really varies by your product but to give you context - we have a QA team (purely focused on just the game development) of about 20 globally and that's just on one of our core titles on desktop/mobile.
Graphics/animators represent quite a lot more than you think. They have 11 job postings right now for "Art" and need people experienced with Maya. They make skins, media pieces and work on character model and textures. I'd expect at least 20ish people for animators, concept/UI/UX designers and production artists (trailers/animated movies).
Let's say we're down to 50. They probably have a handful of people in game design and the rest are SWE which have had at least 3-5 years of game development experience in C/C++, with moderate computer graphics knowledge and having PC + Console development experience (yeah good luck finding that). So let’s say 30-40 SWEs people between platforms, titles, gameplay/abilities vs game infrastructure (hit reg/ main lobby functionality/ spectator mode). To put it in perspective, our team is just shy of 50 core gameplay developers and we struggle to get 80% of our current sprint done...
On the topic of Source, developing games using the Source engine is ROUGH to say the least. You're talking about a hacky-wacky completely unique build (basically they went and designed their own world within an engine) that you basically have to train someone from the ground up just to learn. They probably spend just as much time developing for their engine to be able to actually implement features or character abilities. A Source 2 port would be far away in the future.
You can verify this on Linkedin yourself by counting them up but a quick glance myself and it's a decent estimate and I didn't even factor the senior positions in the companies like team managers and development directors. Honestly, considering what they’ve actually put together as a product on a Source engine… it’s a fucking miracle and a decent battle royale product. For me at least, the game does play well mechanically and is fluid. I haven’t had audio issues after upgrading from shitty motherboard audio (also upgraded to AD700X) and I haven’t had any of the networking symbols since I built my entry level gaming PC and I’m on a wifi card.
What should they do now from a business perspective to support Apex?
- Move your development core out of LA. LA is mediocre for a tech destination. SF > LA for SWE talent. Not a surprise that Riot Games is there. NYC would be interesting too but I think EA/Respawn like being on the west coast. Vancouver is a good start and probably deals with visa issues when hiring Canadians – but it’s going to take awhile for the benefits to trickle through. It’s not like they hired 20 developers in a day. Not a bad idea to start an internship program.
- I’ve watched every TI of DotA. Down for a compendium.
- Native ranked is a joke in most games. CSGO’s was a joke and even with DotA its just a high level stomp of pre-made 5 man stacks. I’m not even going to bother discussing the toxic cesspool of LoL matchmaking…just look up a Tyler 1 video. I’d love to see something like ESEA for Apex or being able to rent a community server for $15-30 buy in games. It’s probably a better learning experience than solo/duo queuing from D3 with some garbage plat 4 player against the top pred stacks every fucking game. Hopefully, it’ll be easier to add people so I don’t ever have to queue without a full squad.
March Balance Change Brainstorm: Part 1
DISCLAIMER: this is a brainstorm, not all of these would be implemented at the same time. I'm just exploring the possibilities.
If you just want the interesting ones I recommend Mortis, Poco, Bibi, Emz and Bo.
Honourable mentions listed first, then everything else is sorted by rarity.
Part 2 link: https://www.reddit.com/BrawlStarsCompetitive/comments/fdlq1h/march_balance_change_brainstorm_part_2/
MortisBy the way, I don't think anyone agrees with the devs that Mortis doesn't need a buff. I get it, Mortis is very high skill, but there is simply no way you can play well with only three viable modes, and taking a lot more effort to kill any brawler than they'll take the other way round. And let's not forget getting stuck on that wall, we want a fix to that.
- Damage increased from 900 to 1000 (1260 1400)
Right now his attack just isn't paying off very much at all, and the recent spam of health buffs just suddenly made his already tough time even harder. A low-trophy player isn't going to be able to do anything if they take three more hits to kill a random enemy than the other way round, and a high rank player is putting a lot of skill and effort in, without enough reward.
This buff gives him a 'less worse' time against tanks, since he'd take one less hit to kill Darryl, Pam, El Primo and Frank. Other honourable mentions include Colt, Dynamike, Brock, that pesky-ass Jessie turret, Sandy, Poco and Nita.
I originally wanted it to be 960, but the heaps of health buffs, especially Poco and Pam, didn't leave me much of a choice.
I'm using this to try and make him a bit more viable in Solo SD, since right now it takes impossible skill, combat maths and admittedly, cojones to just attack someone.
- Super damage increased from 900 to 960 (1260 1344)
I think this will make him actually do better in Siege.
Siege, despite the similar goals, is not similar to Heist. It has a lot of parts control (Gem Grab), assassination (Bounty), and control (power cube tyrant). These are things that he's at the very least decent at, and now he can kill enemies better, even picks not seen in Bounty, some brawlers like Max, Bibi and even Rosa. I've pushed Mortis to 900 solely in Siege because my classmates dared me to, and I reached a point where randoms consistently wanted to play again with that comp, and I was getting Star Player roughly half the time. This is Mortis without a buff, in January. He's really not bad there, and given this Super buff in particular I think we'd see a lot more bats in the factory. With good reason, someone has to get rid of those Ticks. With pleasure.
- Health increased from 3800 to 4200 (5320 5880)
Realistically it'll only ever help against Crow, Bull, Primo, Bibi, and most of all Nita. (I do NOT like Nita when playing Mortis.)
If brawlers like Rosa and Shelly beat him up before he's still gonna die nonetheless. Any brawler that was able to be killed previously like Penny or Rico is still gonna die all the same.
Again, viability. I think this one will definitely help in Brawl Ball, where that sudden rush is easier to pull off without being melted into purple goop. He'll also survive better given all those previous buffs, and provide good pressure against your average squishy, and do more than just stand there against tanks.
- Creepy Harvest Rework?
Here's my fix to it: 'Creepy Harvest - Mortis heals 400 health for every attack that he hits something. If he is on full health that health is converted into damage for the next attack.'
Maybe it sounds too strong, but just hold on. The healing per attack is better, since the extra health can be applied in the fight, not after it, and he'd definitely do good as a mid-tank himself. It's just roughly the same health (assuming 4-shot) given, but it's within the battle and much more useful. It also means if you don't hit anything, you won't heal. You'll heal if you hit bots, boxes, safes and IKE's, as well as brawlers.
As for the damage, it says 'when you are on full health.' What kind of Mortis player, for a millisecond of the battle, can sustain full health against someone at a range where they simply cannot miss hitting you? See? The 1800 damage can't really be used against brawlers, so he won't be OP in Gem Grab or Bounty. So why's it a thing? Now he can break an SD box much faster given he's not damaged, or make him slightly less useless in Heist, giving him a hefty 40% DPS increase in a base race.
Now the largest incentive for not using CS has been used, and it's either 'ease of access' or ' a stat buff to health/damage.'
Mortis - Overall
For me, he doesn't actually feel that weak and unplayable, since I did push him in off-meta places. Other people feel differently, so those buffs were definitely for the community. These changes mostly addressed his viability, and gives him two-and-a-half more modes he can play. It'll also stop the backwards circlejerk within F2P/noobs, where they're all telling each other Mortis is bad. Or if they believe he's good in Brawl Ball, let's fulfil their wish.
No reload buff or range buff, since that would give him wayyyy to much mobility. He's meant to be fast but not that fast.
A Super charge buff would mean he could throw his bats, attack three times and use them again. That gives him a total burst of 6300, enough to kill Bibi, 8-Bit and Carl without stopping to reload. Yeah... not gonna happen.
Do you want a Mortis Super range/width nerf? Let me know in the comments.
I don't want Coiled Snake to be part of the base kit either. Shoutout to u/Kasai_worx and u/Fix_matchmaking for talking some sense into me over this one, I realise now how horrific CS + CH would be, or the power we're giving to smol brain randoms.
PocoPoco - Overall
Perhaps Poco changes aren't necessarily the most urgent, but I just wanted to share my insight on Poco.
I get it, Da Capo is OP, once his best bud Rosa is on his team you are either guaranteed a win or very, very screwed. But the main ingredient to that nightmare is the Rosa. Poco is nothing without Da Capo or the tanks on his team.
Behind the golden coat of Da Capo is a dead, rotting brawler that has the LEAST balance activity of any beta brawler (almost half the changes of everyone else), and since all the other low damage brawlers have been buffed his damage is just completely negligible and useless. Supercell has just slapped an OP Star Power twice on him to stop his fall, and he's just always sucked when that didn't happen. He's just a shit Sandy when using Screeching Solo, where I can't name a single case where he'd be more useful than Sandy, and without SP he's unplayable, and his existence independently just doesn't do much at all. It's only a matter of time before Da Capo is nerfed without any other buffs to mitigate the drop, and Poco becomes useless. He needs a buff, desperately. Currently he can only be played well in two modes, which I imagine is the same viability as a purple punch bot from Robo Rumble.
- Da Capo heal decreased from 700 to 600
But of course, why 600 in particular? Because 700 is still going to give off the same effect, still sustaining teammates faster than natural regen can. It'll still be okay.
- Reload time decreased from 1.6 seconds to 1.5 seconds
- Damage increased from 660 to 740 (924 1036)
It's only ever going to help against Shelly (you'll die anyway if up close), Tick, and a Showdown box since he takes one less hit against them. This will help him in SSD and DSD, and at times even Siege if you're looking for a bolt hog. This buff will stop him from being punished to losing access to most of the game modes in Brawl Stars just because he can heal.
- Screeching Solo damage increased from 800 to 1000
BibiOverall what I am trying to achieve with Bibi is fixing her inability to find a way to reach and attack enemies, and make her consistency better since a long attack delay brings instant counters with it.
- Speed increased from 770 (tank) to 820 (assassin)
- Home Run speed increase decreased from 11% to 10%
- Attack delay time decreased from 1250ms to 1000ms
- Reload speed increased from 0.8 seconds to 1.1 seconds
- Home Run Bar charge time increased from 2 seconds to 2.2 seconds
- Health increased from 4200 to 4400 (5880 6160)
ShellyEveryone has mixed feeling around Shelly. Some say she's game-breakingly OP with insane Super chain potential, that thing where you can't really do anything but die, and then at the same time she can't do anything unless completely point-blank, gets outclassed by Darryl and Rosa in everything, and lacks in all stats from health to damage, to even speed since she's miserably slow compared to the tanks (should be that way though). My plan is to make her better in 3v3, with a separate role and a purpose, but make Super chaining a lot harder in SD.
Note that her winrate in SD is affected a lot by teaming; most matches are Shelly vs not Shelly.
- Shells per shot reduced from 5 to 4
- Shell damage increased from 300 to 400 (420 560)
- Shot spread reduced from 30 degrees to 15
- Shells to charge Super increased from 11 to 13
- Super shells reduced from 9 to 7
- Super damage per shell increased from 320 to 360 (448 504)
- Range increased from 7.67 to 8
LeonHe's much better now, but not all the way there yet.
- Health increased from 3200 to 3400 (4480 4720)
- Minimum damage increased from 178 to 200 (250 280)
- Invisheal healing decreased from 1000 to 900
So why no invis duration buff?
I feel like Leon's invisibility was a bit strong anyway. A Leon was allowed to travel freely for 19 tiles, off the grid, wherever he likes with 7 seconds. Bringing his invisibility back to 7 seconds gives his Star Powers too much value and makes him too brainless to play.
Details here https://www.reddit.com/BrawlStarsCompetitive/comments/equ8eq/the_way_to_buff_leon_nobody_knows_about/
- Range decreased from 3.67 to 3
No, this isn't overkill. It just gives her the shortest attack range in the game. I think that is the way it should be, since she has spread on her punches, and easily the lowest skill to play of any Brawler. This would stop her from just pushing endlessly until her extra 50 speed finally pays off.
- Damage per punch increased from 460 to 480 (644 672)
EmzShe's either OP at something or god-awful at it, no in between. If you think about it, she's not actually that strong, since most brawlers either out-range her (literally everyone but tanks, Sandy, Bibi, Mortis, and Nita), or have a way of getting up close quickly (Mortis, tanks, Bibi), or just straight-up storm her out of nowhere (Rosa and Sandy).
That leaves only Nita and Frank who are truly countered by Emz, and their ranges fall perfectly in her 'sweet spot' of three ticks of damage (4.67-6 tiles). Everyone else just doesn't want to go near that particular three-tick range.
Besides her DPS, when she's not using all three ticks of damage she just becomes a weaker version of Tara. Overall just a very skewered brawler who needs substantial fixing, in both directions. Even her SPs; one is OP and one is horrible.
- Health decreased from 3800 to 3400 (5320 4720)
- Range increased from 6.33 tiles to 6.67
- Hairspray linger time reduced from 1.5 seconds to 1.2
This change will make the spray travel faster so Emz will have an easier time hitting enemies at the end of her range, it won't spend as much time staying on the map so enemies won't take that much damage, and even give her a subtle offload buff of roughly +200ms (cooldown is still a thing so it's not 300).
- Bad Karma Rework: Emz's first spray now does +300 damage.
Now she'll do less overall damage (2520 2316), which will help since she can't burst Rosa down anymore, makes her less hopeless at close range (arguably the most defenseless in the whole game, no way you can hit shots for more damage, no escape, no special ability since Super does such little damage), and stop the exponential growth of Bad Karma when collecting power cubes (used to be +20% per tick, got gradually stronger in SD with power cubes), which basically made the pesky 11 cube Emz completely immortal.
- Hype Rework: Emz heals 500 per second, and her teammates in the range of the Caustic Charisma will heal 200 per second.
This one is just a little idea, and one I'm quite proud of. What do you think?
- Remove her fourth ammo slot.
- Damage per blade decreased from 300 to 280 (420 392)
- Health increased from 3500 to 3800 (4900 5320)
- Run'N'Gun efficiency increased by 15%
- Super Charged now charges in 24 seconds instead of 32
- Damage decreased from 900 to 860 (1260 1204)
- Rude Sands damage increased from 120 to 150
- Hits to charge Super increased from 6 to 7
- Attack range increased from 6 to 6.33
It's also a subtle nerf to his projectile speed, since it now takes longer for the attack to reach the end. He can literally shoot around walls at the moment.
- Speed reduced from 770 (tank) to 720 (normal)
- Mine spread increased from 1.33 tiles to 1.67 tiles
- Mine duration decreased from 2 seconds to 1.6 seconds
- Range decreased from 8.67 to 8
- Reload time increased from 1.25 seconds to 1.4 seconds
- Hits to charge Super increased from 7 hits to 8
- Bear movement speed increased from 620 to 670
- Health increased from 2800 to 3000 (3920 4200)
Giving him that subtle health boost also provides another option of gameplay, sort of like how Leon was when he was at his worst, like a glass bushcamper. A frail brawler that could be used well at close range due to sheer burst damage, which is made even stronger with the recent buff. (Can confirm, the amount of effort it takes to kill a Colt as Mortis/Bibi means he'll easily qualify.)
- Added bullet spread of 5 degrees.
The bulleted brawlers shoot multiple attacks, which means it's like landing a sniper shot except the bullet moves slower, you must keep strafing along to keep doing damage, and only then are you able to possibly do it four or five times per ammo slot.
So a lot of people naturally turn toward autoaiming, also nobody has time to think and act when it's Overtime in Brawl Ball. The spread of 5 degrees does not show up on Rico and 8-Bit's attacks, but it does give their projectile size a boost. Autoaiming with Colt does not have the same effect, since he shoots entirely in a straight line. This applies to Dynamike too, no matter how much damage is increased, if you can't hit a shot in the first place the buff won't do anything.
So giving Colt spread finally gives him equal autoaim privileges to 8-Bit and Rico, and the absolute newbies who've chosen to play Colt will have a much better time playing without skill.
- Reload speed increased from 1.6 seconds to 1.8 seconds
- Health increased from 4900 to 5200 (6860 7280)
Also subtly buffs Berserker and Tough Guy since they'll activate at a higher health now.
- Damage increased from 840 to 880 (1176 1232)
She'll also take one less hit to kill Carl, who is pretty much her hardest counter in the whole game.
- Detonation time reduced from 1.3 seconds to 1 seconds
It's also a slight nerf to Dyna-jump, which should only really be used to dodge a Super or flip over an annoying wall generating a bottleneck, not constantly jump and refuse to take damage in the poison. Strong players were too skilled with Dynamike and bad players were too... bad.
- Damage per dynamite increased from 800 to 840 (1120 1176)
This is also very FUCKYOUINPARTICULAR to Mortis, who takes exactly five sticks of dynamite to kill now. Just some defense against a brawler who can now three-shot him without taking much damage at all.