Bruhvinskii 馃懢 (@GamerDru) header
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The guy behind the scenes! Marketing Leader & Full-Stack Developer. Ethical CyberPunk. Disruptor and gamer by night! 馃嚚馃嚘

Toronto, Canada
Joined January 2018
Bruhvinskii 馃懢 retweeted
It appears Activision has fixed matchmaking on older Call of Duty games on Xbox 360
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Bruhvinskii 馃懢 retweeted
I do not work for Activision, but have years of award winning software development work on my resume, some of which people reading this probably use today. My experience is in both Product and QA, for multiple companies large and small. Here are my insights, using plain language as much as possible: A 3 year project, from the top level, would look like this: Year 1: Planning and foundational development. Why do we need a product, what will it be, and who will we sell it too? This is the time for market research, customer analysis, etc. Stakeholders will draw up a design document, that outlines what the product will be, what basic features it will have etc. Back end engineers will start laying out the framework code and building wireframes. Year Two: The design Document will be *finished* and engineers, designers, PMs, etc will be assigned to various aspects of the product. During this period you go from concepts and wireframes to fully functional builds. Design also starts building / implementing the final look and feel of the product. Icons, textures, etc all get developed here. QA starts to get involved here, checking the functionality of what's being built. Marketing starts spinning up, and an internal release date is usually set. Year Three: The UI, textures, etc, all get applied and the finished product takes shape. QA starts getting its hands on more complete builds. Marketing starts working with press and partners early in yr3. The closer to launch you get, the more resources get brought in to finish it and get it out the door. With that summary out of the way here are the biggest insights I can give to some of the points @iamExpel and others raise. The core ideas behind what Warzone 2 would be were likely created between S5 of MW2019 and the first half of BOCW. Once the decision to make a WZ2 was made, they likely looked at the things that worked well in MW2019 WZ1, and wanted to lean into those while trying to add more to the experience. Late MW2019 Warzone played so different than Late Caldera WZ, but WZ2 would have already been too deep into the dev cycle to change. Why didn't WZ2 ship with XYZ feature that Caldera had? Most of the QOL features people loved in WZ1 arrived very late in the Caldera life cycle. If you overlay a 3 year dev cycle, Balloons didn't hit Caldera until late in the WZ2 year 3 cycle. By the time Product had enough data to determine how effective / liked / used they were, WZ2 was likely within the latter stages of the launch cycle. The idea just came about too late for launch. Why don't they just delay it? Oh man, this one right here is where people don't truly understand what launching a major product takes. Here's why a product like COD isn't going to push back a launch day for anything: It would ruin the launch and likely cost Millions, if not Tens of Millions. So here's what goes into a launch: Obviously the game needs to be done. Packaging / printing for hard copies. Ads, both digital and physical. Partner relations Press / Reporters Content Creators COD is big time, they don't just do gameplay render ads: The coordinate with brands, they do full on commercials, billboards, crossovers with other brands etc. To coordinate all of that takes months, but that's not the biggest issue: They are asking partners, ad sellers, other companies, press, and others to reserve days and weeks for this content. Reporters need to block out time, Partners need to create special packaging and hold off other campaigns, Ad sellers need to reserve billboard space, TV slots etc. All of this is secured by $$$. If Activision cancels a 2 week ad campaign, everyone involved loses money: Ad sellers have empty billboards, Mt Dew has boxes and cans and standies that are dated and go down as a loss etc. These slots are reserved with deposits, Activision has so much money on the line, pushing back a launch is not in the cards. Why don't they just add more devs? Software is incredibly complex. Simply adding people isn't usually the best answer to improve quality, because of the sheer amount of catchup a new person needs to do. Time is lost bringing people up to speed, and fixing the inevitable new issues created b/c the added devs don't have the full grasp of the project's change history. It's one way fixed bugs get re-introduced. Why don't they fix, upgrade, change the servers? For online systems, depending on how they're built, it can be like replacing the motherboard on your PC. yeah, you can do it, but there's no guarantee its plug and play. You might end up having to fix tons of software issues and even replace other hardware bits like the case and do basically a complete rebuild. Given how many COD games are likely hosted on the same severs, switching them out might be just a nightmare nobody wants right now. Why does this thing get fixed in hours while this other thing take days or weeks to fix? Why aren't creators brought in to QA issues right before launch? Look, finding bugs, figuring out what *actually* causes the bug, fixing the cause, testing the fix, making sure the fix didn't break anything else, then deploying it is a process. The biggest parts are *actually* figuring out the root issue, and fixing it without breaking anything else. Finding bugs is easy, but being able to articulate what exactly the bug is doing, and specifically how to replicate it reliably is a talent that most people don't have the patience for. Bringing in a bunch of people like at *next* isn't going to help much beyond simply testing server strain, because the feedback is almost always going to be personal preference over objective analysis and if you actually have 150 people trying to absolutely crush the game, the odds that a bug one person experiences is actually caused by what another player is doing is pretty high. Things like that make the ability to ID the bug and replicate it extremely difficult. So many bugs likely seem like edge cases in testing, but become more apparent at scale in ways you just can't see in a QA focused environment. That being said, some issues are as simple as changing the number in a table (for things like item prices or weapon damage) while other, seemingly simple fixes can have so many thing interconnected to what needs adjustment that a bigger test is needed. Why doesn't anyone listen to the customers? This is the hardest thing, as a developer, to deal with. Customers, especially ones that love the product are very passionate. They're also often the biggest power users and often drive opinions on what should or shouldn't be done. Unfortunately, in my experience, catering to this more often than not creates a product that doesn't appeal or is too complicated for non power users. This ultimately hurts adoption and usage rates. I remember building products pushed by these power users, and they loved them. Everyone said it was great. But when looking at the actual real world data, the adoption rate would be somewhere in the 2-5%, rarely justifying to costs to make. Going to stop here, I've got so much more to say, but I'm running out of twitter words and likely out of people reading this far anyways. If anyone's interested in more details, I'm happy to dive deeper.
馃敶 "Dear @CallofDuty" Thread Update: I formulated this list with the goal of making something completely unbiased - for good & bad players combined. These were items that, at launch, should have come with Warzone 2, but 6 months later, we're having the same issues, with cries outpouring from a lost community that feels forgotten and unheard. However, as I'm finding in quote tweets from actual Call of Duty studio developers, and those that work on many more titles within the space, it's come across as whiney and uninformed. It's shown that these developers don't understand, while they live in a world that fully comprehends the ins and outs of the work they do, no one else does. I realize I don't know anything of how much work it takes to pull this off, but these are things that should have been in the game the day it was released - and the expectations of these items are not your fault, but it's unfairly been forced onto you as a responsibility. Not only is it sad to see that offense was taken from this tweet, which is understandable because they see their creation as an extension of themselves, but these developers have chosen to completely ignore this thread because "that's not how it works." Maybe if someone within Activision, or it's child companies would find a way to setup a public call to clearly explain what kind of timeline and the amount of effort it takes to move the mountains we're asking, we'd try harder to understand. Maybe if a single person could walk us through how titles like "Fortnite," have a developer team that's patching out problems within a day, if not same day, and with a player base much larger than CODs, has nowhere near the server issues, we'd be more accepting. The truth is, these things are never going to happen. Whether it's due to NDA's, or a refusal to do so because they simply just don't want to, it's not our fault for not understanding - because we can't. If your expectation is that, every single person that's asking about problems like these, should simply go to the same college as the developers and learn all of this over the course of many years, that obviously isn't an option. It doesn't make sense because there's millions that just want an explanation and clear line of communication from the company that used to produce their favorite game to play, but has now began forcing their developers into pushing out titles long before completion just to guarantee fourth quarter profits for the shareholders. The most frustrating thing of this message falling on deaf ears, or at least those of apathy, is that we want better for you, the developers, and if that could be recognized, we'd all be much better off. I know it's easy to imagine a world where we're pitted against each other, but that doesn't have to be the case. We're two sides of the same coin; the creator and the consumer. If you'd show us you care, that you're listening, and that you're trying to make these changes, we'd be more than happy to wait, but we need that communication - server issues haven't even been acknowledges, which is baffling. With all of that said, I wish nothing but the best for every single developer that's working on any title in the space. If you need more time, you deserve more time. The only problem is, that time needs to happen before the title is released to the public, completely bug-ridden, and before it ruins any chance it has of building a meaningful connection with an audience that wants one.
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Bruhvinskii 馃懢 retweeted
it is shocking how unimpressed people outside of tech are with GPT-4
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Bruhvinskii 馃懢 retweeted
Just went into Destiny 2, and, yeah, players are gathered around Commander Zavala, paying tribute to his actor, the late Lance Reddick Really touching. RIP
Destiny players are gathering in The Tower to honor the tragic passing of actor Lance Reddick, who played Commander Zavala in the franchise
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Give up that war against everyone you hate. The war you really have to fight is the war against yourself.
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Bruhvinskii 馃懢 retweeted
Welcome to #HaloInfinite #BattleRoyale gamemode, made by TWO members in the community. Special thanks to @SgtAvel and @Blinnq_ for having us out! Can鈥檛 wait to see the full release! @Halo @MintBlitz @seanmcdubs @UberNick @iSpiteful
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Bruhvinskii 馃懢 retweeted
Let me increase your FPS in COD Modern Warfare 2 in less than 2 minutes
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Bruhvinskii 馃懢 retweeted
Paranormal Tales is a bodycam-style horror game based on found footage where you experience the tragic tales of those who went missing.
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touch grass before the game launches 8 hours to go till worldwide launch
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Task Force 141 return to Piccadilly. #ModernWarfare2 Still can't believe they recreated the map in real life 馃く
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What happens when you ask an AI to generate "Human Evolution." This is terrifying.
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Happy Halloween 馃挭 @TheSlyStallone
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Bruhvinskii 馃懢 retweeted
I'm not sure who needs to hear this but- If you donate money to a girl on the internet hoping it will increase your chances of being in a relationship with her, you are an idiot
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Bruhvinskii 馃懢 retweeted
DO THIS AND YOU'LL FIX YOUR AIM! YOU'RE WELCOME LIKE + RT TO PASS IT ON
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Bruhvinskii 馃懢 retweeted
Watch this clip to see a literal live Cronus activation mid-game. Then tell me again how this isn't cheating.
This Post is from an account that no longer exists. Learn more
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Thursday. Official teaser trailer. Live on Nintendo Direct.
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Women are the most important people in the world and they are the most important thing in life. 馃憣
Misogyny check. Let your phone complete the sentence "Women are..."
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Bruhvinskii 馃懢 retweeted
Replying to @Censor
Don鈥檛 care
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Collect vood 馃尣
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This video from the Weather Channel shows what 9 feet of storm surge looks like. This was the forecast for Hurricane Florence in 2018. NHC are forecasting *12 to 16* feet of storm surge from #HurricaneIan, from Englewood to Bonita Beach, Florida. Unimaginable devastation.
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