Great Developers

Abstract

Problem: Tim Cain's channel has featured many cautionary tales about bad events and difficult people, leading some viewers to assume he was surrounded by incompetence throughout his career.

Approach: To correct this impression, Tim dedicates a video to celebrating the great developers he's worked with across every discipline — executives, programmers, designers, artists, audio, and QA.

Findings: The best developers share common traits: mastery of their craft, passion for the work, an intuitive understanding of what makes games great, and the ability to elevate everyone around them. Notably, Tim remembered all of them without checking his notes, while bad stories required looking things up.

Key insight: Great developers are rare, memorable, and humbling to work with — they produce work you know you could never do yourself, and working with them is an honor.

Source: https://www.youtube.com/watch?v=FBSIw-5L6Oc

The Great Executive

Tim describes a VP he worked with who was direct, persuasive, and passionate. Key qualities:

  • Never lied. Tim has never looked back and realized this executive deceived him.
  • Never manipulated. He didn't use the common tactic of implying false causal connections between topics to steer decisions.
  • Genuinely passionate. He only tried to persuade Tim of things he truly believed in — a quality Tim notes often disappears as people climb the corporate ladder, where concerns shift to market share, franchise appeal, and IP expansion.

Tim joked that this executive "could tell me to go to hell and I would pack my bags and look forward to the trip" — but he never did.

The Great Programmer

Tim considers this person probably the smartest he's ever met. As a self-described "good but not great" generalist programmer who has touched every part of a game engine, Tim was in a strong position to appreciate this colleague's work:

  • Simple where possible, complex where necessary. The code was never overly clever for its own sake.
  • Beautiful and elegant. Often needed no comments because the intent was crystal clear.
  • A joy to read. Tim would sometimes open Perforce and read this programmer's check-ins purely for pleasure, comparing it to how a writer might read great literature with a deeper appreciation for the craft.

Tim's verdict: "I would never ever in a million years write that code."

The Great Designers

System Designer

This designer's superpower was a complete mastery of Excel. He could:

  • Balance complex combat formulas so skills, weapons, and armor interacted sensibly
  • Model item economies and loot distribution across monster types and tiers
  • Provide level designers with clear, data-backed guidelines for content creation
  • Back up every decision with data — it was never "I thought that would be a good idea" but always supported by statistical and stochastic modeling

Narrative Designer

What set this person apart from writers who simply wanted to tell a linear story:

  • Understood player agency. Didn't treat the game as a failed novel or TV show.
  • Created interesting characters — not just sarcastic ones (a recurring Tim Cain complaint).
  • Wrote compelling dialogue that Tim, who tried and failed to write good dialogue himself, deeply admired.
  • Made you keep playing. The "just a few more minutes" effect that turns into two-hour sessions because story arcs were so wonderfully written.

Level Designer

This designer had an intuitive sense for space — combat space, visual space, and pacing. He could:

  • Build maps faster and more cleanly than anyone else
  • Create good flow and combat spaces from disjointed art pieces
  • Work with vague design specs and primitive tools (Tim wishes he could go back and apologize for the tooling)
  • Compact areas intelligently so players weren't running around aimlessly

The Great Artists

Concept Artist

Delivered everything you want from concept art:

  • Pretty and evocative — you wanted to exist in the world being depicted
  • Fun and playful — gave you a reason to want to play a game that looked like this
  • Distinctively personal — Tim could identify his work at a glance

Lead Artist

Where the concept artist had a strong personal style, this lead artist's gift was thematic adaptability:

  • Could alter his style to match whatever game was being made
  • As a lead, got other artists to do the same
  • Result: the entire game's art gelled — sprites, props, walls, UI, box art, and manual all felt unified

The Great Musician

This composer could take Tim's "very primitive non-musician descriptions" along with selected reference examples and understand the intent without copying them. From that input, he would "weave a tapestry of music" that Tim still listens to and codes to today.

The Great QA People

Usually the QA leads, these testers shared critical qualities:

  • Played smart. Pushed on the game, stressed it, tried to break it in multiple ways — not just the way they personally enjoyed playing.
  • Were unafraid to report failures. This matters because Tim describes a producer who once yelled at a QA lead for finding a bug close to ship, blaming them for not finding it sooner — only for it to turn out the bug had been introduced just days before.

Tim's assessment: "Great QA people are rare and when you find them, they're awesome."

The Takeaway

Tim hopes that anyone making games gets lucky enough to work with people like these. He found it both an honor and humbling — seeing code he could never write, dialogue he could never craft, and testing diligence he's not sure he'd have the patience to match.

His final, wistful note: "If only all these people were at the same company at the same time."

References