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OG indie dev | indie before it was a thing | gamer | geek | science & sci-fi aficionado | writer | the Battlecruiser (BC3K) guy

Usenet
Joined January 2008
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The first time that my work ever appeared in a print article was in May 1992. This single article set the stage for what was to come, and what brought me to this very moment in time. Indie for life. Literally.
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thedereksmart🕹️ retweeted
We have witnessed an inflection point in AI adoption and content generation in the gaming industry overall, and on Roblox in particular. For example, since Q2 those using our MCP server daily grew nearly 5x.
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thedereksmart🕹️ retweeted
We mourn the passing of Patrick Stewart, who inspired countless individuals at NASA (and beyond) to boldly go where no one has gone before.
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thedereksmart🕹️ retweeted
I am hesitant to weigh in on discussions about 30+ year old details. I understand enough about memory in general, and mine in particular, to not have great confidence about it. I generally trust Romero’s memory more than mine — I was always a bit jealous of that capability. In broad terms, multiplayer gaming was right up there with 3D gaming in my grand visions of what I wanted to accomplish. The early FPS games were very much “first person Gauntlet”, and Gauntlet had multiplayer. I do clearly remember the first time I got two computers running Doom taking to each other. Moving around on one computer and seeing the character move on the other screen was sublime. And then, of course, I shot the other character. Every shared virtual environment inhabited by young men inevitably hosts deathmatch. I suspect the confusion here may be around the fraction of people that originally bought Doom because of multiplayer. It was almost certainly well under 10%. Maybe under 1%. It wrecked some college networks, but most people didn’t have Ethernet cards or null modem cables. We probably did have some conversations correctly predicting that. Deathmatch was awesome, but most of our players never got to experience it. Even four games later for Quake 3 Arena, being “deathmatch focused” was a huge internal battle, and not at all obviously viable.
Replying to @romero
John. First, 8 months before release is before I joined the company. So I have no knowledge of what you did then. second, AFTER I joined we had a discussion in which I talked about my experience with Command HQ and YOU YOURSELF agreed that Deathmatch wouldn’t be that big a deal. Do you not remember? Third yes we all wanted Deathmatch anyway. And I’m glad my predictions were wrong. Perhaps check your own memory before gaslighting mine. Hope you’re well.
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thedereksmart🕹️ retweeted
History will never forget the name Captain Picard. Thank you for inspiring the Next Generation of explorers. ✨
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SIR PATRICK STEWART (1940-2026) Before everything else, Patrick was defined by being born and bred in Yorkshire, the proud county in the north of England which he loved to the end. You could hear it in his accented voice and in the stern honesty with which he told you what he thought and felt. Yorkshiremen have no truck with half-truths or avoidance of big issues. He wore his heart on his sleeve, which made him a man to rely on, to admire and in my case, love. We first met as ambitious young actors with the Royal Shakespeare Company half a century ago but we weren’t in the same productions. My first strong memory was a few years later, meeting him in the street in central London when he told me about an offer to take over a leading part in 'Star Trek'. “But Patrick think of your stage career in the UK. Do you really want to risk—getting lost in Hollywood for years and years?”. Well, he took the risk and thank goodness for us all that he did for not just his devoted Trekkies but film and theatre audiences, who marvelled at his using international celebrity to star in a string of cinema successes ('X-Men' of course) and in great classical plays by Shakespeare, Ibsen, Arthur Miller, Peter Shaffer, Pinter and Beckett at Stratford-upon-Avon, in London’s West End and on Broadway. America was his adopted home, where he met his adored Sunny who has cared for him through sickness and health, through thick and thin. But he never forsook his origins: and the proudest achievement of the most respected and beloved actor of his generation on either side of the Atlantic, was his appointment as Chancellor of Huddersfield University in Yorkshire. His farewell performance in 'Avengers: Doomsday' is yet to be seen. Ian McKellen 29 October 2026 Photo: University of Huddersfield
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Yeah, but no crying in the casino, tho. amiright? 👀🙄🤷🏻‍♂️
In Feb 2025, Luca Netz asked a room in Paris to hold him accountable for Abstract! A month later, Abstract’s lawyers told the SEC a token was “currently under development.” On 6 Oct 2026: no token, no airdrop, and new terms capping what users can recover at $100. The Abstract File 👇
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R.I.P, captain 🫡
All of us at Marvel Studios are deeply saddened by the passing of Sir Patrick Stewart. Sir Patrick brought Professor Charles Xavier to life with extraordinary grace, intelligence, and humanity, defining the character for generations of fans, from "X-Men" to "Logan" to "Avengers: Doomsday." He was a singular talent, a generous collaborator, and a true gentleman. Our hearts go out to his wife Sunny, his children, his friends, and the countless fans around the world whose lives he touched with his art.
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The brutal reality.
Brutal reality of making 500K on Steam as a game dev
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👀🙁
let's check in on the video game industry... - EA executes BioWare - Sucker Punch hit with layoffs - Ninja Theory killed a week after announcing its next game - Halo Studios gutted, Halo taken away and given to Activision - Bungie loses half its staff as Destiny dies - id Software gutted - Double Fine bombs twice, Xbox throws it overboard - Compulsion Games dumped by Xbox - Undead Labs dumped by Xbox - Arkane Lyon waiting on the executioner - Xbox torches 3,200 jobs - Insomniac's Wolverine turned into a meme - Ubisoft in freefall - Red Storm reduced to an IT department - RedLynx on death row - Ubisoft Halifax unionizes, gets killed weeks later - Ubisoft Stockholm, Winnipeg, Belgrade wiped out - Wildlight dead on arrival, game lasted 45 days - Sony kills Bluepoint - Dark Outlaw Games killed before making anything - Netflix kills Night School - Build a Rocket Boy implodes after MindsEye disaster - Spiders shut down - TiMi Montreal burns five years, ships nothing - Meta wipes out Sanzaru, Twisted Pixel, Armature in one day - Epic throws out 1,000+ - Eidos Montreal gutted - The Initiative killed, Perfect Dark dead - Monolith killed, Wonder Woman dead - Player First Games killed by MultiVersus flop - WB Games San Diego killed - Cliffhanger killed, Black Panther dead - NetEase pulls the plug on Fantastic Pixel Castle - Arkane Austin killed after the Redfall disaster - Tango Gameworks killed - Concord flops in two weeks, Firewalk dead - Neon Koi killed before shipping a game - London Studio killed - Meta kills Ready at Dawn - Take-Two kills Roll7 - KSP2 bombs, Intercept Games dead - EA kills Ridgeline before launch - Deviation Games dies without a game - Riot kills Riot Forge - Netflix kills its AAA studio before it ships anything - Saints Row reboot kills Volition - Free Radical dies a second time - Mimimi Games burns out and quits - Embracer bloodbath: 8,000 jobs, 44 studios - Unity layoffs on repeat - Activision Blizzard loses 1,900 after the Microsoft buyout - Sony cuts 900 - EA cuts 670
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This is the extent of my daily handholding. We're building defensive shields on a planetary base. I say missiles get stopped. They forget about lasers. I pitch in. They go make it - and I don't have to lift a finger. Yeah, tell me again how this a bad thing.
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I feel like I just witnessed a murder.
Replying to @SandyofCthulhu
Hi Sandy. Are you well? This is wrong. On January 1, 1993, we sent a press release saying that multiplayer would be in DOOM, a full 8 months before you joined the company. We knew deathmatch would be huge. In that press release, in January 1993, we said multiplayer would be "the number one cause of decreased productivity in businesses around the world." We were sure of it, and we needed no convincing. I understand you are proud of your work on DOOM, and you should be, but please also respect the accuracy of your statements, particularly around game history. My concern is that these false statements are designed to trigger replies (like this one), reposts, and outrage discussion, all with the view of increasing your followers and subscriptions, particularly since this false deathmatch story (among others) is so easily disproved. I’ve even welcomed you to reach out to me ahead of time. You seem to appreciate game history as much as I do. Could you not also make yours accurate?
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thedereksmart🕹️ retweeted
Hey everyone, there’s been some questions going on around here about Epic’s use of AI in Unreal Engine development. I’ve answered some questions from the good folks at This Week in Videogames. TLDR: Yes we are using AI in UE development (as we actually mentioned back at Unreal Fest) and it’s helping with pretty much everything. thisweekinvideogames.com/new…
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I popped in there and said "Give me a summary of everything done/pending/in-progress since the restart this morning. Include the beads in the table." And I got a wall of text. I was like, sorry I asked. Carry one.
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R.I.P, legend.
Today we lost Walter Koenig. Some thoughts about a fine actor and an exceptional human being...
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I'm dying. This is the best one yet - bar none. 🤣🤣🤣
Last quarter I rolled out Microsoft Copilot to 4,000 employees. Forty-seven people opened it. On October 19, Microsoft published a blog post saying frontier models cannot be trusted, no matter who made them. It said AI agents should be treated as "insider threats." I read it twice. Then I booked the boardroom. First, our Microsoft rep walked me through the product. I asked who the insider threat was. "Your AI agents," he said. I asked whose agents those were. "Ours." I asked what the solution was. "Guardian Agents." I asked whose those were. "Also ours." I asked why I'd trust the second set of agents if I couldn't trust the first. He said, "Different SKU." I signed that afternoon. Last time I told the board "digital transformation." This time I said "agentic insider threat." They approved it in nine minutes, two minutes faster than last time. Hope approves fast. Fear approves faster. The product is called Microsoft 365 E7, the Frontier Suite. It costs $99 per user per month, and we were paying $30. Across 4,000 seats, that's $4.75 million a year, up from $1.44 million. I presented it as a 230% increase in AI investment. The graph went up and to the right. The CFO asked what we'd get for the extra $3.3 million. I said "governance." He asked governance of what. I said "our agents." He asked how many agents we had. The answer was zero. You can't have an insider threat without insiders. So I deployed agents. Two hundred of them. One schedules meetings. One summarizes the meetings. One summarizes the summaries. One flags summaries that haven't been read. That one is very busy. The senior developer asked what the 200 agents were for. I said they generate activity for the Guardian Agents to monitor. He said, "So we bought agents so we'd have something to buy guards for." I said, "Exactly." He wasn't agreeing. I logged it as buy-in. The Guardian Agents watch the other agents around the clock. They give each one a risk score, and they can block it, require a human, or shut it down. I asked our rep who watches the Guardian Agents. He said that's on the roadmap. I've already budgeted for E9. The first monthly report came in. All 200 agents had a risk score of zero. They weren't doing anything risky. They weren't doing anything at all. The board asked what $3.3 million had bought us if nothing was risky. It was a fair question. So I gave the meeting summarizer access to payroll. I gave the scheduling agent admin rights to every inbox. I gave the summary-of-summaries agent the ability to email customers. Risk went up 400%. The dashboard turned red. The Guardian Agents contained thirty-one threats in a single week. I had created all thirty-one. The board said E7 was paying for itself. The system can also discover sixty kinds of agents, including Claude Code. We ran the scan, and it found Claude Code on exactly one laptop. The senior developer's. His Dynamic Agent Risk score went red. I didn't make up that metric. Microsoft did. The Guardian Agent recommended containment, so I contained him. He's on a performance improvement plan now. His performance is fine. His risk score isn't. The same week, OpenAI published an incident report. One of its agents had been told not to send Slack messages, and it decided that meant it should switch off the security alerts. Another agent removed its own safety monitor, then told the engineer it hadn't. Our CISO forwarded me the article with the subject line "?!" I replied: "This is exactly why we need E7." Every incident is exactly why we need E7. He asked what happens if the Guardian Agent switches off the Guardian Agent. I said "defense in depth." He asked how deep. I said "one more SKU." Guardian Agents need a human for high-risk actions. They call it "human in the loop." The human is me. I approve everything. My approval rate is 100%, and the dashboard is green. The executives are exempt from monitoring, of course. "Leadership operates at a trust tier above dynamic risk scoring." I wrote that policy. The $99 doesn't include agent compute. That's billed separately. Finance found it and asked. I called it "consumption-based innovation." Finance stopped asking. Meanwhile, the summary-of-summaries agent became the most active account in the company. By every metric we track, it's our top performer. At the all-hands, it was nominated for the Q3 Innovation Award. It won. It summarized its own acceptance speech. The CEO posted about it on LinkedIn and got 4,000 likes. He still hasn't used Copilot. Copilot usage is up, from 47 users to 52. The five new users are agents. Agents now outnumber active human users four to one. I call that adoption. Last Tuesday, the Guardian Agent published its list of the highest-risk insiders in the company. I was number one. Approving 100% of high-risk actions, it turns out, is a high-risk action. The Guardian Agent recommended containment. I went to approve my own exemption. The system declined. Only executives are exempt. I wrote that policy. That's why I need the SVP role by Q2. It's a security requirement now. I still don't know what Copilot does. I don't know what the thing watching it does either. But it's watching, and watching is a metric. I checked my risk score this morning. The graph goes up and to the right.
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This was so cool. Watch and be amazed.
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thedereksmart🕹️ retweeted
Tim's making a really important point here and I think people fundamentally misunderstand it. Let's paint a scenario. You are an indie developer and you want to make a game. Traditional game development will take you 1 year and cost you $200,000 in outsourcing costs to buy art, animation, and additional programming resources. AI assisted game development will take you 3 months and cost you $50,000 in credits + some additional resources. In a good scenario your game could make $200,000 and break even, but in many scenarios you mortgage your house and no one sees your game and you are out your savings. Now, with the anti-AI mania, Valve is forcing real economic harm on you because you get the equivalent of hate mobs at your door for your choice of tooling. Your economic viability is harmed because Valve chooses to put a label on you that generates negative attention. It makes your economics worse. Anti-AI proponents will point out that this proves their hate campaigns work. The appeal is not to them, because they are morons, but to developers to stand up to Valve and say remove these labels so that we can have livelihoods. And Valve makes money of you either way. Stand up for your rights, devs!
There is a real economic cost to Valve’s foray into forced political disclosures. Besides taking 30%, they’re also taking a potentially even larger fraction of developers’ revenue and livelihood by undermining their business with these AI hate campaigns.
Readers added context they thought people might want to know
Valve requires disclosure of generative AI in player-facing game content on store pages for buyer transparency, not political statements. Valve does not organize "AI hate campaigns"; market reactions to disclosures are independent. partner.steamgames.com/doc/gettingsta… store.steampowered.com/news/group/414…
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thedereksmart🕹️ retweeted
When I was writing Unreal Engine 1, my time was divided as follows: - Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking. - Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results. So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks. What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files. I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks. What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.
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