Influence on Automation: The reason the UE4 port is happening.ĭrives: ‘83 Honda City Turbo with intercooler, turbo upgrade and lots of boost. His coworkers say, “We’re trying to convince him to daily an early 90s Peugeot 306 TD, because why not.” #Automation car tycoon game upgrade# Robert (Rob) Hoischen, Lead Designer & Producerīackground: German. PhD in experimental nuclear physics, worked at a large particle accelerator lab for four years before joining the crew. ![]() Influence on Automation: Created most of the game mechanics and made them work together.ĭrives: ‘08 Toyota Ractis that gets 46mpg.īackground: Vocational teacher for games programming. Influence on Automation: Making the game exist with the 100,000 lines of code he wrote so far.ĭrives: 06’ E60 BMW 530i, and ‘92 Suzuki Cappuccino race car (currently being rebuilt after Andy crashed it in a rally).īackground: Australian. Games Programmer, worked on various mobile and console titles in Australia. ![]() How has the daily life around the studio changed? Influence on Automation: Made the original game engine they still use.ĬT: Automation has evolved and accomplished so much since its unveiling. It has changed a lot since Camshaft relocated to Wellington in 2014 and when we moved into our own proper office space. Also we were joined by Rob, who moved from Germany to join the team last year after working on Automation from around the world for three years as a hobby before then. The launch of Automation on Steam Early Access has been a success and we got plenty of new people to join the ever growing community. With the additional funding from that we were put in the comfortable position of being able to expand a bit without taking on big risks. So at the end of last year we were joined by Isaac, who now does the porting of Automation to Unreal Engine 4. Soon, we will be joined by another new team member to help us out on the 3D art side of things too. How do you narrow player feedback and use it to make a better game? With us growing it will be interesting to see how the team dynamics evolve, but considering how well and openly we communicate, we don’t see any issues with growing pains and don’t expect the daily life to change much for it.ĬT: Your staff has been praised for really pulling from player feedback and constantly improving the experience. Taking feedback is important, but probably not in the way most people think it is. If you just do whatever people cry for the most, you inevitably end up with a bad game…Players are very good at pointing out flaws of the game, but usually they do not state the core problem but rather state a supposed solution to a problem they can’t identify. What we have to do then is to work backwards and try to figure out what the core problems are…So far we have been very good at keeping the scope of the game to what we originally promised.
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