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1/ @attamayte1

@rfleury

I agree with the conclusion, but these examples, labeled “programmer” and “artist,” will only draw unnecessary attention to a false dichotomy. Highly skilled technical artists can pre-optimize the art pipeline to perfection (for example, in the game The Ascent).

2/ @rfleury

@attamayte1

In principle I agree it’s a false dichotomy, but to act as though there are not two obviously distinct populations for which the labels work is just ignoring reality.

3/ @attamayte1

@rfleury

I don’t dispute the sentiment. But based on my experience and general knowledge, I cannot agree with the form, not because I don’t understand what you mean, but because I hope we both recognize that reality is much more complex than any rhetorical dichotomy.

4/ @rfleury

@attamayte1

The fact that the line between red and orange is fuzzy and somewhat arbitrary doesn’t negate the existence of red and orange.

5/ @attamayte1

@rfleury

Oh. I hope I didn’t catch you (or provoke you) into engaging in unnecessary arguments. I just wanted to point out that this deliberate framing of the opposition is more likely to lead to heated debates. Which is what happened, albeit for a different reason.

6/ @UnsignedTom

@attamayte1 @rfleury

How would You tackle the problem then, or even address it?

7/ @attamayte1

@UnsignedTom @rfleury

Textures and sound take up the lion’s share of the download size. Better compression helps, but not significantly. I can imagine a more efficient art pipeline that doesn’t require many unique assets, but without tools or support within the engines, change is unlikely.