Brianna Wu / John Flynt - Original Thread

What are you opinions on GamerGate and Brianna Wu / John Flynt?

  • I am of no opinion towards either.

    Votes: 104 8.6%
  • I am neutral on GamerGate, but think that Brianna Wu is a bad person.

    Votes: 631 52.1%
  • I am neutral on GamerGate, and think that Brianna Wu is just trying to get by.

    Votes: 9 0.7%
  • I am ANTI-GamerGate, but still think that Brianna Wu is a bad person.

    Votes: 112 9.2%
  • I am ANTI-GamerGate, and think that Brianna Wu is just trying to get by.

    Votes: 37 3.1%
  • I am PRO-GamerGate, and think that Brianna Wu is a bad person.

    Votes: 309 25.5%
  • I am PRO-GamerGate, but still think that and think that Brianna Wu is just trying to get by.

    Votes: 9 0.7%

  • Total voters
    1,211
Status
Not open for further replies.
1. Achievement Unlocked: Even those who are against GamerGate hate you

Her boast of staying in any "industry", given her completely useless nature and her obsession with picking fights, is quite an achievement. Maybe comparable to a PCP-addled short-order cook who hasn't washed his hands or arse in over a year, yet still takes home a salary from the restaurant his parents bought for him?
 
Well, it shows how much she knows about business when she cannot even tell the difference between chart-types.
 
That's not a fucking flowchart.

A flowchart is an explanation of how to do work.

I guess that explains why Wu doesn't know what the fuck a flowchart is.

I wouldn't say all coders use flow-charts, but most will use flowcharts or something similar when designing the flow of their program and its functions/objects. It's strange that the "head of development" of a software development company doesn't know what a flowchart is. Even if not coding, then surely flowcharts would be used for mapping out the stories or designing the game logic. It's as if this "software company" consists of a self-absorbed irritant/artist, an animator, a guy who writes stories, but nobody who can actually develop software.

Edit: extended rant.
I was taking a look at their mission statement for this game: http://revolution60.com/page1/

"I feel like there's a huge gap in the market right now," says Brianna Wu, head of development. "Players are craving narrative. And tech is advanced enough that we can deliver. When I think about the most moving experiences I've had in game, they all had to do with character and story."

This is not a tech-heavy game. Compare their game to Dead Trigger (YouTube play through link), which was released two years before Revolution60.

Not long afterwards, Maria Enderton, a classmate with Warner from BU-CDIA, was added to the team as lead programmer. Working together, the three started to unravel Unreal iOS, a technology few developers had experience with.

They used Unreal Engine 3. Revolution60 was released in 2014, with development beginning in 2011. People had been released Unreal Engine 3 games on iOS since at least 2009. Granted it's in 2012 we saw a big jump, but they make it seem as if they were Raiders of The Lost Engine.

"There are tons of developers with Unreal experience," said Wu. "But we kept running into all these problems no one had solved on mobile before. Like female hair. It's pretty, but it's very computationally expensive. We had to figure out how to rig the hair in ways that would not break the framerate of the iPad."

Oh fucking bullshit! They're not modelling strands of hair - the hairstyles are big objects and no different to modelling arms and legs. This is not computationally expensive. Watch this video. Look at the hair, how it moves, and ask yourself if this movement is at all significant when compared to the overall complexity of the scenes being rendered? To call out female hair, in this game, as being a challenge would be like Valve telling the story of how they finally found a way to have both a crowbar and decent frame rates in HL2.

I don't hate the game. It's vaguely entertaining for a short while. I just don't think it's a particularly good game, and I think their comments on their challenges reads like a teenager's resumé.
 
Last edited:
RE: hair. You know the general crappiness of the models in question reminded me of something. Sorry if this comparison was already made but...
Revolution60Photosscaled.png

tumblr_mgl8o3XEZ51rlzgsqo2_500.png

It's fucking modern pixar/dreamworks as modeled by the team of Foodfight!
No wait, even better
c.png

Hair strands! Yes, this "GOTY" is outdone by Foodfight!
Wu confirmed for cold-farted itch.
 
I wouldn't say all coders use flow-charts, but most will use flowcharts or something similar when designing the flow of their program and its functions/objects. It's strange that the "head of development" of a software development company doesn't know what a flowchart is. Even if not coding, then surely flowcharts would be used for mapping out the stories or designing the game logic. It's as if this "software company" consists of a self-absorbed irritant/artist, an animator, a guy who writes stories, but nobody who can actually develop software.

Edit: extended rant.
I was taking a look at their mission statement for this game: http://revolution60.com/page1/

"I feel like there's a huge gap in the market right now," says Brianna Wu, head of development. "Players are craving narrative. And tech is advanced enough that we can deliver. When I think about the most moving experiences I've had in game, they all had to do with character and story."

This is not a tech-heavy game. Compare their game to Dead Trigger (YouTube play through link), which was released two years before Revolution60.

Not long afterwards, Maria Enderton, a classmate with Warner from BU-CDIA, was added to the team as lead programmer. Working together, the three started to unravel Unreal iOS, a technology few developers had experience with.

They used Unreal Engine 3. Revolution60 was released in 2014, with development beginning in 2011. People had been released Unreal Engine 3 games on iOS since at least 2009. Granted it's in 2012 we saw a big jump, but they make it seem as if they were Raiders of The Lost Engine.

"There are tons of developers with Unreal experience," said Wu. "But we kept running into all these problems no one had solved on mobile before. Like female hair. It's pretty, but it's very computationally expensive. We had to figure out how to rig the hair in ways that would not break the framerate of the iPad."

Oh fucking bullshit! They're not modelling strands of hair - the hairstyles are big objects and no different to modelling arms and legs. This is not computationally expensive. Watch this video. Look at the hair, how it moves, and ask yourself if this movement is at all significant when compared to the overall complexity of the scenes being rendered? To call out female hair, in this game, as being a challenge would be like Valve telling the story of how they finally found a way to have both a crowbar and decent frame rates in HL2.

I don't hate the game. It's vaguely entertaining for a short while. I just don't think it's a particularly good game, and I think their comments on their challenges reads like a teenager's resumé.

just remember, there is Porn animation with better graphics that R60
 
What really stands out to me about GaintSpaceKat's web page is that the longest, most detail page is the one talking only about Wu.

His history, well history as he sees it, is like a terrible novella.

Here's a brief taste:

Wu has described herself as, "barely a feminist" when she started the company in 2010. She wanted to create games with strong female characters, but believed it was best to "just do a good job and don't make a big deal out of it."

Working in the game industry, Wu found herself frequently frustrated by what she described as the "boys club" mentality in games, which was much worse than any of the other industries she'd worked in. This was reflected in the tone of their first game Revolution 60, which featured an all-female cast of special operatives, in a game many describe as having strong feminist overtones. Revolution 60 shipped in July of 2014 to critically acclaimed reviews from Macworld, Kotaku, Gamebreaker, 148Apps, and others. A sequel is currently in the works.

Over the course of shipping Revolution 60, Wu found herself speaking more and more on what women were experiencing in the game industry. In 2013 she wrote a critically acclaimed piece called, "Choose your Character," for 'The Magazine' outlining the culture of her studio and how she'd changed over the course of leading the company. This led to speaking roles at tech conferences all around the country including the keynote at i360 in Denver. In 2014, Wu was speaking on women in tech issues at PAX East, and writing critical pieces on the lack of women voting for game of the year. She also wrote, "No Skin Thick Enough," for Polygon, a piece about the daily harassment of women in the game development industry.

In 2014 Wu also launched Isometric, a games podcast with a majority of women voicing their perspective. This was quickly picked up by the prominent 5by5 network and quickly became one of the most listened-to podcasts in games. She also hosts Rocket on Relay.FM.


Someone really needs to take the time and go though this rambling story about his life and try to match the lies vs the reality.

Also...lol, most listen to PodCast in games. I think quiet a few other broadcaster might have an issue with that statement.

mXc59lB.jpg


SAO3BuF.png
 
The real question with Rev60 is why the hell is there no baked lighting? Everything's just completely flat, I mean surely they could even bake ambient occlusion into the environment to give it just a little more depth?

I mean isn't that pretty much meant to be "free" in a modern engine, they're designed from the ground up to have baked environment lighting. Did GSK just never figure out how to do it?
 
  • Agree
  • Like
Reactions: Idun and Rogowski
The real question with Rev60 is why the hell is there no baked lighting? Everything's just completely flat, I mean surely they could even bake ambient occlusion into the environment to give it just a little more depth?

I mean isn't that pretty much meant to be "free" in a modern engine, they're designed from the ground up to have baked environment lighting. Did GSK just never figure out how to do it?

His monkeys maybe, i highly doubt that brianna actually touched the game only to say that is a masterpiece, and STILL NO STEAM VERSION, Revolution 60 for steam is going to be the new Last Guardian,the difference is that no one give a damn about R60
 
  • Agree
Reactions: tepid
His monkeys maybe, i highly doubt that brianna actually touched the game only to say that is a masterpiece, and STILL NO STEAM VERSION, Revolution 60 for steam is going to be the new Last Guardian,the difference is that no one give a damn about R60

It's going slow because Wu is literally the only person working on it at the moment. According to the website GSK only has 2 employees at this point (plus the Wu's) - the co-founder and an administrator (the tweet blocker person given some extra duties, possibly?). It looks like the co-founder is mostly working on the kids game Wu never mentions since it's not her escapist fantasy, leaving only Wu to work on the PC version in between tweeting and speaking at conferences.
 
  • Informative
Reactions: Smutley
It's going slow because Wu is literally the only person working on it at the moment.

I seriously doubt Wu is competent to port anything, ever, so it will simply never happen unless Wu manages to steal some more money to pay someone competent to do it.
 
How much do you wanna bet she'll pull a Phil Fish by the end of the summer and cancel the port?
 
  • Optimistic
Reactions: HickoryDickory
Status
Not open for further replies.
Back