We find boxes in storage. And we give that shit away!
How about an original 1995 Rise of the Triad CD/game, plus a signed by @ScottApogee CD insert. And a desk mat that has ROTT on it, too! Just...
👉 RETWEET, FOLLOW, LIKEY
Free shipping worldwide. Giveaway ends Thursday!
How's this for a HISTORIC ONE-OF-A-KIND GIVEAWAY! We cut the label off of that Wolfenstein 3D box (we posted the unboxing 2 days ago), @ScottApogee authenticated & signed it, and anyone who...
FOLLOWS & RETWEETS this post
...will be entered to win it!
What does the act of getting hit convey about the melee combat system? How the player controls/reacts when taking damage contributes to the combat difficulty. Let’s look at two different 3rd person melee combat games, Sekiro and Devil May Cry 5. #gamedesign#combatdesign 🧵
Returnal has finally gone GOLD!!!
A huge thanks to everyone on the team at Housemarque, PlayStation Studios, and all the other teams involved. We can't wait to have this out soon and for every player out there to experience the planet of Atropos!
#Returnal#PS5#April30
So let me put my narrative jerk hat on for a sec and talk about something I think might be the most commonplace way to fuck up the storytelling of your game. It's a tiny thing, it makes perfectly serviceable scenes kind of suck, and you see it ALL. THE. TIME.
(A thread.)
Sometimes it can feel like the thing you're working on is complete and utter crap. These are four things you should remember, to remind you why you're not a good judge of character of your own work.
I have just launched a crowdfunding campaign on Indiegogo for my next game, a multigenre space adventure Captain on the Bridge. Check it out: https://t.co/HrKXiAR7dg
We're excited to announce that we are working on a strategy game with @Pdxinteractive! Look for more info at E3 this year. If you want an advance peek at the game's theme, sign up at https://t.co/aEnaUo3Vot
My group wrote this report:
Social Design Practices for Human Scale Online Games.
A crash course in social psych and the strong constraints biology imposes on the social systems we design.
(Specifically the M in MMO is often horribly naive design.)
https://t.co/pDpyztPLZW
@DriftQueenFI Yes. If you share your own experiences, time and effort woth students and they share their troubles and experiences with you, definitely there's some kind of bond forming. It's never easy to let go of formed bonds, but that's also part of being a teacher.
This. Read if you are a student, or want to turn your hobby into profession. Especially for artists, but from point "D" onwards in general to every aspiring dev. https://t.co/WYHSW8tAsV
I just had a random cold call on linkedin ask me to help them with getting 3D modelling jobs and I sent them a really lengthy reply and now I want to share it because some of this seems really basic but clearly some folk new the industry dunno it yet *deep breath* OKAY
1/??
@Serafiron @Turboherne@Gaohmee 2/2 ...good point of view on how you want things to be and what you can do to achieve that. Take what you can from what you have learned and make it your own. That way you are already ahead of me in the things I taught you. :)
@Serafiron @Turboherne@Gaohmee 1/2 Hehe. I feel really happy to think back when I first saw you all and what you have already achieved. But I would suggest not to target to be like another person. We all have our background that shapes how we see and experience things. You have had from the start really...
@ExaEcho @Turboherne@Gaohmee 2/2 ...students and starting devs that will be in a similar situation you were in the beginning. That's the way we can help others and maybe get some help from others when we need it ourselves. It helps everyone grow.
@ExaEcho @Turboherne@Gaohmee 1/2 Thank you for the kind words. I'm really happy to hear that the experiences and knowledge I have gained before has helped you go forward. I hope that it will show in your career paths and that you will also remember to share your experiences forward, as there will be the...
Thread: Happy 27th Birthday, id Software! I’m grateful to have joined up with @ThatTomHall, @ID_AA_Carmack, and Adrian Carmack in 1990. Our development of 15 games in 16 months before creating the FPS with Wolfenstein 3D was a hurricane of hard work.