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📩Christer Ericson shared thisThis important post calls out what’s wrong with the AI doomerism exploding right now. Those “10% chance of extinction this decade” takes collapse under basic scrutiny. They’re emotional reactions fixated on raw AI power, not recognizing the complex real-world systems, permissions, and guardrails the AI runs within, let alone attempting to modulate the risks in light of those constraints. The article lays out those missing layers, and should be the yardstick every fearmongering should be measured against. Yes, real AI risks exist, but evaluating them only makes sense inside the systems models actually operate within.📩Christer Ericson shared this“AI is going to kill every human being.” Fine. Show me the architecture. Which identity will it use? Who granted the credentials? How will it cross thousands of unrelated networks, companies, governments and physical systems? How will it stop humans from revoking access, cutting power, isolating networks or destroying the hardware? “Superintelligence” is not an answer. It is often a placeholder for the missing threat model. AI can be profoundly dangerous. But: Intelligence ≠ agency. Agency ≠ access. Access ≠ authority. Authority ≠ accountability. Human civilization is not one giant computer. There is no global root account. There is no universal API for taking over the world. The most immediate danger is not AI spontaneously becoming sovereign. It is humans granting machines enormous power, removing the controls and then hiding behind the words: “The AI made the decision.” I wrote a deep technical article explaining why AI doomerism confuses intelligence with operational power, why humans remain responsible, and what serious AI safety should actually look like. The Machine Is Not in Charge. We Are. Read it and tell me which part of the attack path I am missing. #AI #ArtificialIntelligence #Technology #Innovation #Leadership #MachineLearning #GenerativeAI #AISafety #AIGovernance #ResponsibleAI
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📩Christer Ericson reposted thisSuper excited to finally share this—we’ve opened an Expert Engine Engineer position on our team! If you’re passionate about engine technology and want to help build the future of Call of Duty, we’d love to hear from you.📩Christer Ericson reposted thisWant to help build the technology behind one of gaming's most iconic franchises? Treyarch is looking for a new Expert Engine Engineer to join us in either of our LA or Vancouver offices! You'll help in shaping the future of Call of Duty in working on our foundational runtime technology, and tackle complex engine, performance, and systems-level challenges for our next project. If that sounds like something you'd be interested in, then we would love to here from you and you can apply here: https://lnkd.in/ggEtP38A #CallOfDuty #GameDev #GamingJobsExpert Engine Engineer - Treyarch - Los Angeles, CA job in Playa Vista, California, United States of America | Engineering jobs at TreyarchExpert Engine Engineer - Treyarch - Los Angeles, CA job in Playa Vista, California, United States of America | Engineering jobs at Treyarch
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📩Christer Ericson shared thisYup.📩Christer Ericson shared thisSpot on!!!! Who has had this happen to them? #corporate #companymanager #manipulation #hr #1:1 #managementmanipulation #poorleadership
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📩Christer Ericson shared thisThis is a rare role indeed. Recommended!📩Christer Ericson shared this❤️ In the past I've posted about our career opportunities at Retro Studios, and this time I'm excited to share a 𝗝𝘂𝗻𝗶𝗼𝗿 𝗚𝗿𝗮𝗽𝗵𝗶𝗰𝘀 𝗘𝗻𝗴𝗶𝗻𝗲𝗲𝗿𝗶𝗻𝗴 𝗽𝗼𝘀𝗶𝘁𝗶𝗼𝗻! These kinds of roles are becoming more and more rare in our industry so please help me spread the word so the talented junior engineers out there know these kinds of opportunities really do exist!! https://lnkd.in/gs-Dgy-NGraphics Engineer (Retro Studios) - Nintendo Careers SiteGraphics Engineer (Retro Studios) - Nintendo Careers Site
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📩Christer Ericson shared thisDear LinkedIn, put stupid crap like this on my timeline (that I cannot opt out of or click away) and I’ll report each included “influencer video” as spam. Is that really how you want it to work?
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📩Christer Ericson posted thisAfter almost 11 years at Activision I decided the time had come for a well-deserved break. Friday was my last day. Looking forward to manage only myself for a while, reading accumulated books, and slowly figure out what the future might hold (leisure, work, or mix of both). 🏝️ Thank you to all my wonderful team members and colleagues. It was my pleasure working with you and guiding the development of the transformational systems we put in place. I’m looking forward to hear - through the grapevine - what innovations and improvements you all will dream up from here!
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📩Christer Ericson reposted this📩Christer Ericson reposted thisActivision’s 2025 Summer Internship Program applications are NOW OPEN! 🎮 Activate your future with us by applying now through January 10th! 🔥bit.ly/4fridAx
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📩Christer Ericson reposted this📩Christer Ericson reposted thisHere's the second installment in our series about matchmaking in Call of Duty--this time, we talk about skill. https://lnkd.in/gVdNM66V
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📩Christer Ericson reposted this📩Christer Ericson reposted thisLet me refer you!! 🗣 We're hiring for a number of positions at Treyarch and Demonware in Vancouver. Check them out below! 📌 Senior Software Engineer - Demonware https://lnkd.in/g334jGXW 📌 Senior Site Reliability Engineer - Demonware https://lnkd.in/gvfJKVDT 📌 Software Development Intern (Fall 2024) - Demonware https://lnkd.in/gm-4qqMk 📌 Platform Engineering Intern (Fall 2024) - Demonware https://lnkd.in/g4AR_b75 📌 Senior Pipeline Engineer - Treyarch (Vancouver) https://lnkd.in/gq78mkxy 📌 Pipeline Engineer - Treyarch (Vancouver) https://lnkd.in/gKztr8xb 📌 Principal Software Engineer (Distributed Systems/ Data) - Demonware https://lnkd.in/gjaNHwCs 📌 Senior Lighting Artist - Treyarch (Vancouver) https://lnkd.in/guv9Rn4A 📌 Senior Weapons Artist - Treyarch (Vancouver) https://lnkd.in/gse-PMvg
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📩Christer Ericson reacted on this📩Christer Ericson reacted on thisI’m happy to announce that, after 42 years as a software engineer, I’m retiring October 2. I’ve been fortunate to keep my career focused on tools and technology development and graphics programming, avoiding promotions into management. I spent my first 9 years working for the DoD, which recruited me out of college before I finished my degree. My main project was the computerized adaptive ASVAB. If you’ve been in the military and taken a computerized ASVAB, that was my work. Funny story: while administering the test, the proctors at the front of the room looked busy “proctoring.” In truth, they were playing video games I’d made for them. While there, I also wrote software for the Space Shuttle. At one point, I made a graphics engine in 68000 assembly. Somehow, Stanford’s STAR Lab got a copy, and its director sent me a nice thank-you letter on their stationery. Any DC Comics fan can understand the coolness factor of that! Eventually, I was promoted to manager, so I quit and went into video game development. I then spent 16 years developing video games. As is typical, there was lots of job turnover: I worked at 9 companies. I started at Park Place Productions as a tools & engine programmer. My longest stretch was 7 years at SolWorks, mainly on NHL FaceOff, providing tools & technology. My shortest was 3 days at Sony ImageSoft, where they put me on basketball gameplay—the BIGGEST misplacement possible. Perhaps my biggest missed opportunity was when an industry consortium formed to develop GPU standards—it was a long time ago—and I was invited to be a founding member. Through lack of foresight, I declined. My favorite game company was BottleRocket, and my favorite game there was the PSP port of Xiaolin Showdown. I did all the graphics and 3D math in assembly. The PSP had an awesome GPU and VPU! While working on Splatterhouse for its 25th anniversary, things happened, and the company closed. I declined a transfer to Namco, which took over the game. After that, I grew tired of the game industry’s endless instability, so I broke the game-company addiction and joined Northrop Grumman. NG became a career, not just a job. I spent 17 years at Northrop Grumman working on some amazing projects and technology. I stayed focused on core tools and technology, built commercial-grade software tools and applications for customers, and frequently created my own advanced 2D and 3D graphics engines and rasterizers. I became adept at working with hardware, and an expert in VxWorks. I even learned Blender and made countless highly detailed, intricately animated models. Along the way, I unexpectedly received a U.S. patent for a computer graphics algorithm. To my friends in game development: if you love building tools and solving hard technical problems but are tired of the instability, consider aerospace. I found plenty of fascinating work there—and the stability to build a career around it. It isn’t easy getting in, but it’s worth the effort.
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📩Christer Ericson liked this📩Christer Ericson liked thisMy profile pic is me, 9/30/2016, my first day at Zynga. The feeling of optimism and excitement coming to work each day, collaborating with super intelligent, creative developers, and tackling tough problems has never left me - it's only grown stronger. The Emerging Platforms team, for me, is an ultimate A-to-Z bookend for my career that began at Atari Games long long ago. I hope to continue with this team and with Zynga until the day I retire. ...but it is not this day! STV
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📩Christer Ericson liked thisI wrote a breakdown of how Signed Distance Fields (SDFs) can be used to render large-scale volumetric clouds and fog in just a few milliseconds. Read it interactively on my website! https://lnkd.in/e7yzaFiV
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📩Christer Ericson liked this📩Christer Ericson liked thisIt feels I’m in the minority here, but I absolutely love agentic programming. My brain feels like an octopus managing huge workloads in parallel. 8 tentacles playing and steering - it’s highly engaging - and works surprising well while fathering unlike ordinary programming. It’s macro - like if I was a studio director managing the direction of a game or engine. I wouldn’t be writing much code manually in such a role anyway. I never thought we’d see the day that computers programmed themselves. I watch in awe as my machine cuts code, runs test suites, builds new tests and debugs. I keep git open and interject from time to time. “Throw that out” or “change this to that.” Yesterday I spotted some unnecessary special case vehicle physics code and reprimanded the agent, followed by adding a rule to the commit hook scripts to make sure it doesn’t happen again. Agents have a funny way of trying to satisfy their goals sometimes. That’s the process, really. Over time it gets harder and harder for the agent to break the rules, because they become programmatically enforced and outside of the agents control. I’m building something I could never reasonably build in my lifetime right now. Something I’ve always wanted to build. And that’s exciting. I’ll be releasing it here within the month. The world didn’t ask for it, but I’ve written it for me. The two ingredients were tokens and passion. If even just a few people like it, make cool things with it, fork it even - I’ll be very happy.
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📩Christer Ericson liked thisMarc is incredibly pleasant and knowledable and knows a *ton*. I want to set the clock back 40 years and do an internship with him. I really like the Activision intern program in general so it’s great even if you get a different mentor than Marc ;)
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📩Christer Ericson liked this📩Christer Ericson liked this“AI is going to kill every human being.” Fine. Show me the architecture. Which identity will it use? Who granted the credentials? How will it cross thousands of unrelated networks, companies, governments and physical systems? How will it stop humans from revoking access, cutting power, isolating networks or destroying the hardware? “Superintelligence” is not an answer. It is often a placeholder for the missing threat model. AI can be profoundly dangerous. But: Intelligence ≠ agency. Agency ≠ access. Access ≠ authority. Authority ≠ accountability. Human civilization is not one giant computer. There is no global root account. There is no universal API for taking over the world. The most immediate danger is not AI spontaneously becoming sovereign. It is humans granting machines enormous power, removing the controls and then hiding behind the words: “The AI made the decision.” I wrote a deep technical article explaining why AI doomerism confuses intelligence with operational power, why humans remain responsible, and what serious AI safety should actually look like. The Machine Is Not in Charge. We Are. Read it and tell me which part of the attack path I am missing. #AI #ArtificialIntelligence #Technology #Innovation #Leadership #MachineLearning #GenerativeAI #AISafety #AIGovernance #ResponsibleAI
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📩Christer Ericson liked this📩Christer Ericson liked thisJoin us at Trail Fest this year! Jude and I are on the host committee, should be a great time again at Wander with Falmouth Land Trust and Chebeague & Cumberland Land Trust on Sunday, September 27th. Get your tickets at the link below. Hope to see you there. https://lnkd.in/gvzaZTii
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📩Christer Ericson liked this📩Christer Ericson liked thisWe have opened up an Intern role in my team, requires being based in or near Sherman Oaks, LA for the internship. Also, if Engineering isn't for you, have a browse, a lot of intern roles atm. Some locations vary, mostly US based at the moment though. Note: I am not the hiring manager. https://lnkd.in/eCFNstuGActivision 2027 Summer Internships - Software Engineering in Sherman Oaks, California, United States of America | Other at ActivisionActivision 2027 Summer Internships - Software Engineering in Sherman Oaks, California, United States of America | Other at Activision
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Corrinne Y.
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One of the questions I'm asked most frequently is how to break into graphics programming. Assuming you've already learned the basics of an API like Vulkan or DirectX 12, here are some resources I've found particularly useful for taking the next step.
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Dr. Yves Jacquier
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"AI fluency = critical use + applied use" A.I. can be both intimidating and misunderstood (in what one should and should not expect from it). One example is that LLMs cannot be 100% reliable and safe *by design* , which means we should know when to use them, how, and more importantly in which context. I've been trying to formalize the steps it takes from AI litteracy to AI leadership, and I stumbled on this publication that summarizes it way better than I would (with our without an LLM btw :-) ) "A Five-Step Progression to AI Fluency (For Adults and for Students)" (link in the first comment) 👇
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Amir Satvat
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I want to demystify how ASGC tracks games industry job cuts so you understand what goes into the numbers The way we track industry reductions is far more rigorous than most people realize. I occasionally see comments wondering if we only use public announcements, WARN notices, or that we miss contractors, co dev teams, and non traditional roles. I understand why people might assume that, but that is not how our system works. Collecting jobs data is the most resource intensive process in our community because it shapes our support too. Step one is public information. We monitor news reports, company statements, WARN filings, and government notices. That is just the starting point. Step two is direct community reporting at scale. Every year I receive 5-10K+ messages, just related to job cuts, across LinkedIn, Discord, and email from people sharing what happened to them, their teammates, or their organizations. Much of this never appears in the press. It includes contractors, co dev partners, support studios, and indirect roles, not just FTEs at major publishers. Step three is individual signal tracking. I regularly review posts from professionals who are suddenly open to work or referencing team changes. These signals confirm patterns or reveal cuts that were not announced. All of this flows into a large internal tracking system that helps me understand not just how many roles were affected, but who was impacted, where, and when. That context allows our community to reach out and design support that matches reality rather than headlines. Is it perfect? No. I am still working to improve visibility in regions where transparency is lower. But I can say sincerely this process goes far beyond public records and is more comprehensive than any single external source. You may notice that, for a few years, I no longer publicly name organizations when cuts happen unless they request a Games Org support post. That is intentional. My goal is to avoid errors and avoid shaming, because I recognize that not every reduction comes from bad intent. Sometimes funding ends, contracts fall through, or projects conclude despite leaders trying to do right by their teams. Also, my approach is to build bridges and encourage quiet, meaningful accountability. I regularly hear that organizations know ASGC tracks layoff decisions and understand their actions will reach me, even with smaller or less visible cuts. That awareness, even without public callouts, can influence how situations are handled. Most importantly, workers know their experience is not invisible. Individual data is never shared publicly. People trust me with personal information, and I take that seriously. What I share are patterns, totals, and insights that help us mobilize support. So when we talk about industry cuts, please know this is not casual scorekeeping. It is the result of thousands of conversations and careful tracking to make sure every affected games person counts.
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