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> getting stuck in the walls

I remember the early Simpsons video game. Sometimes, due to some bug in it (probably a sign error), you could go through the walls and see the rendered scenery from the other side. It was like you went backstage in a play. It would have made a great Twilight Zone episode!

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That immediately made me think of the Treehouse of Horror episode where Homer got stuck in the third dimension.
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Maybe that episode was inspired by the game bug!
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Those bugs I experienced in all sorts of games and via cheats, fly mode, I intentionally went backstage to explore.
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Game designer != game engine designer

(But it definitely helps if the game designer knows of the technical limits)

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Sorry, I'm not super familiar with professional game dev, but I am familiar with professional web dev. The problems seem similar, as evidenced by the constant complaining here on HN about the state of the web.

Who formats or cleans up the assets and at least oversees that things are done according to a consistent spec, process, and guidelines? Is that not a game designer or someone under their leadership?

I think in all the cases I gave, what might be completely delegated to "engine design" really should be teamwork with game design and art direction too. This is what the top-level comment was talking about. Even when a game is "well made", they just adopted someone else's standards and that sucks all the soul out of it. This is a common problem in all creative work.

(adding this due to reply depth): Coordination is a big aspect of design and can often be the most impactful to the result.

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It depends how big the studio is, but a job of a game designer is usually not cleaning up assets. It is to well, design the game. The big picture.
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