Rutskarn made a good point about the car animation giving the place a sense of scale. The old fast travel kiosks on the Citadel in Mass Effect 1 were supposed to be taxi stands. They even had a car parked beside them. (Sometimes.) But I never felt like “I am going to take a taxi to my destination” when I used them. I always felt like “I am going to push the teleport button”. I suppose it would have helped if we had been able to see cars flying around even when we weren’t going anywhere. Having a cut showing you flying away in a car makes the city seem more like a living place and less like a series of corridors with connecting teleporters.
I don’t know why the USB thumbdrives of the future are the size of hand grenades and covered in flashing red danger lights. Can you imagine how annoying it would be if you had several of them? Maybe you got one for games, another one for school, and another couple for your Asari porn. Then you open the drawer to get one and it looks like a pile of flashing Christmas lights.
So what happens when a SOFTWARE engineer tries to review hardware? This. This happens.
The Plot-Driven Door
You know how videogames sometimes do that thing where it's preposterously hard to go through a simple door? This one is really bad.
MMO Population Problems
Computers keep getting more powerful. So why do the population caps for massively multiplayer games stay about the same?
A look back at Star Trek, from the Original Series to the Abrams Reboot.
Good Robot Dev Blog
An ongoing series where I work on making a 2D action game from scratch.