Scott Anderson
impossible.bsky.social
Scott Anderson
@impossible.bsky.social
Game developer at @unity.com. Prev: Facebook Horizon, Oculus, Funomena , Call of Duty, ShadowPhysics

He/Him
Like... he knows he's bullshitting and just wants to waste everyone's time for fun
November 27, 2025 at 4:53 PM
There are multiple reasons why this guy is unhinged, but his "debate me bro" attitude in code review is the worst. Even if the code wasn't AI generated, this is terrible
November 27, 2025 at 4:52 PM
Also, although this doesn't make it better, everyone employed at the studios and publisher at ship time was credited. I think mostly former contractors and some former employees were removed.
November 26, 2025 at 10:00 PM
I hope people don't shoot me. Most of the AAA games I worked on, I'm un-credited or under credited myself, for completely non-technical reasons. A lot of devs from that era still believe you should not be in the credits if you are not an employee when the game ships
November 26, 2025 at 9:48 PM
The credit system being old and inflexible was also a major issue, of course. But we were at a point where even a minor rewrite looked like risk (this happened like days before a hard launch date)
November 26, 2025 at 9:36 PM
This results in fixed memory costs. Generally, there were no memory leaks and few memory overrun/corruption issues (due to asserts), at the cost of things like running out of space because the credits string buffer was a fixed size, and we didn't want to bump it last minute and cause issues
November 26, 2025 at 9:25 PM
Most importantly, at runtime (not in tools/editors), this engine would assert if when you allocated memory dynamically, and most game state was stored in bss. Game data was pre-baked for each level to maximize loading efficiency, but that meant you weren't allowed to open files at random
November 26, 2025 at 9:22 PM
You're simplifying things. Obviously, the engineers working on a AAA game engine can write a PC program that loads a text file and prints it line by line. It's all the things happening under the hood to make that happen, plus production constraints and lack of planning that made this "hard"
November 26, 2025 at 9:14 PM
Old-school credit system in an engine that used fixed size arrays for almost everything. We probably could have just bumped the number, but it was near ship, and we were (in theory) code locked. This game also ran on memory challenged platforms, Xbox 360, and PS3
November 26, 2025 at 4:40 PM
I know it's obvious, but he has never outright spelled it out. There are some claims before that it was someone who was inspired by DaniDev and took on a similar name.
November 19, 2025 at 5:43 AM
I'm glad I had this one, the 2nd most recently saved one I have is "I studied the blade" 😬
November 19, 2025 at 2:55 AM