A Quote by Warren Spector

For most developers, that kind of situation - a player figuring out how to do something that the designer didn't intend - to most developers, that's a bug. For me, that's a celebration.
Steve Ballmer never used to be someone who let facts speak for themselves. In the 1990s, he was the hyper-energetic Microsoft exec yelling 'Developers! Developers! Developers!' at an all-hands meeting in Safeco field.
I think that that multiplatform development is what's on the mind of most high-end PC developers now... this is really the first time in the industry's history that we've had console machines that can handle all that PC developers can deliver.
We tend to think of Steam as tools for content developers and tools for producers. We're just always thinking: how do we want to make content developers' lives better and users' lives a lot better? With Big Picture Mode, we're trying to answer the question: 'How can we maximize a content developers' investment?'
People often say that videogames made by Western developers are somehow different in terms of taste for the players, in comparison with Japanese games. I think that means that the Western developers and Japanese developers, they are good at different fields.
Microsoft has no SQL Server developers. We have only Azure developers.
Our developers are constantly thinking about, 'How do I bring new and novel experiences to our platforms?' whether it's the Switch, 3DS, or even a smart device. So that is just part of the way our developers think.
IA is something that is proceeding very naturally, in most cases not even recognized by its developers for what it is.
We're passing milestones all the time on the amount of money our community developers are making. And we're seeing developers that are making $250,000 a year.
I think there's that widespread sentiment that game developers need to be quiet unless they're talking on-message. I think that's changing a little bit; Twitter has helped, with developers sharing personal opinions on things.
My belief is that if there are already games that other developers are putting out that are satisfying to the player, with great action or an excellent story, then I desire to create something different - a different type of experience.
Basically, a manager's job is to make other people more productive. What's one really good way to do that? Do the work that is getting in their way. Which means find out what kind of important work your developers dislike the most, and do it for them.
I can mostly laugh at myself and this whole mess called "Linux developers," which means that I get along with most people and most people get along with me.
The single most important thing for any processor is getting adoption by software developers.
For the first time we're allowing developers who don't work at Facebook to develop applications just as if they were. That's a big deal because it means that all developers have a new way of doing business if they choose to take advantage of it. There are whole companies that are forming whose only product is a Facebook Platform application.
While most game developers are focused entirely on what they're shipping in a year or two, a technology developer like Epic has to look much further out and plan many years ahead.
People get really attached to it: many of our players have played for four to five years, and our developers range in age from eight to 80. Some of the top developers are 18 or 20, and we have kids in high-school who are making two, three or four thousand dollars a month.
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