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In the game industry the standard metric is "titles shipped" - you will see this as minimum requirements for various job postings. Not having enough titles shipped on your belt is deadly. It's hard to get people to even look at your resume.


It appears that the studio leadership allowed the artists to showcase some of their work to help them find jobs: http://www.zbrushcentral.com/showthread.php?t=70670

Programmers might not have been so lucky...


Wouldn't "developer for Duke Nukem Forever" carry a certain cachet in the industry?


In the same sense that "Welder on the Titanic" would, yeah. Everyone knows you weren't steering the ship, but...


I laughed at the analogy, but I don't think it's appropriate. DNF didn't fail because the coding was subpar. Far from it: every time they released demos, jaws dropped over the extremely high quality of the graphics and game play. Rather, it failed because the project management had no endgame.

In your analogy, the Titanic would have to be the most technologically advanced ship never to, well, ship.


The Titanic didn't fail because of bad welding either, so I think the analogy holds. It set sail auspiciously enough but never made it to port, and hubris and bad management certainly played a role in both cases.

Someone with a better knowledge of nautical history could probably come up with a better example. Or aviation - the Spruce Goose maybe?


The welding on the Titanic was fine, the rivetting however...




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