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by 1ark 1434 days ago
Not sure what your profession is, SE? Anyway, just creating the thousands of assets that go into a production takes a long time. Characters should be modeled, textured, rigged and animated; same as in a Pixar animation. It usually turns out to some ratio of artists per engineer. Games run on a single machine and in realtime, so you might need simplified versions of those before mentioned assets. Resources are limited, so there are engineers working on only rendering for example, ie. the end of the pipeline before an asset hits the screen. It is complicated and you have to catch up with whatever Nvidia puts out there for you to work with etc.

But we have not talked about how things should even work in a specific game yet. It could maybe be seen as glue, and you need a lot of it. All the thousands of rules that needs to be programmed and fit together. A physics engine only deals with physics. Even an AI engine is discrete. It needs to fit with the game in mind.

And what is the game in mind, is it fun? That whole process of creativity to figure that out also takes a lot of work and time. The game designer's job. Then the tweaking of values, how much damage should the attack of enemy B take?

It is an enormous art and engineering puzzle that is solved together from usually a pretty blank canvas.