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My experience has been that what we consider easy or impressive has very little in common with what others find trivial or impressive.

For example, soon after I got my degree I was making browser based games, and the artist I was working with was really impressed with the particle effect fireworks I’d added to the highscores table out of boredom and was expecting to be told to remove.

And, on the other hand, a real time perlin noise warp tunnel I added to a later game was described as an embarrassing glitch that the boss thought looked like a bug rather than a deliberate effect. (And, unlike the fireworks, had actually been a requested feature).



I remember a project when I was a bit younger and naive, where we had a 3d view of the world, and my job was to implement the display of the sky. So I went off and dug into the research and literature and ended up with a nice efficient C++/OpenGL implementation of [1], including sunrise and sunset effects and haze. Also added night with a realistic ephemeris containing the moon in the correct position and phase and the top 500 or so brightest stars.

The feedback was all negative. The boss and the designers basically said, "Just make it blue."

A couple episodes like that help make you sufficiently jaded and cynical, but also teach you pay attention to the requirements and not to go overboard.

1: https://www.cs.utah.edu/~shirley/papers/sunsky/sunsky.pdf


Hah! Now you’ve reminded me how they hated my Ken Burns effect but loved the accidental posterisation from the (RLE) image compressor that was only there because of a severe download size limit and (something something possibly NDA so self-censoring just in case).




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