I am proud to share this #DeathStranding trailer. I worked hard on it, and I enjoyed every single second of it. Let the strands guide you 👐🐳☔️🌈👍💛 https://t.co/ccnBdZIWhJ
THE PLUCKY SQUIRE 📖 SEPTEMBER 17, 2024!
Our tale begins in one month on PC, PlayStation, Switch and Xbox!
From the heights of Honey Peak to the shores of Boogie Beach, we can’t wait to share our debut game and the world of The Plucky Squire with you.
@jimmiemyers Thank you Jimmy for taking the time to answer me in details, sure is inspiring and congrats for your achievements so far, wishing you the best for the future ! 🙌
@jimmiemyers Thank you so much for your reply !
Forget my silly question but, I guess that you also achieved skills in 3D capture right ? Did you learn by yourself or did you go to a particular course ? In any case, that's a very interesting career journey !
14 years since the release of “PW.”I was still in my mid-40s. At the time, many game companies were beginning to shift to developing apps for the phones. After finishing up MGS4, I felt the need for a proprietary game engine. The vertical leap of the game had to be done after the engine was completed. Until then, PW was proposed as a horizontal evolution of MGS. It was originally called MGS5PW, but it was so heavily opposed by the marketing team that the sequential numbering was abandoned.
The target age group was lowered to elementary, junior high, and high school students because it was for the PSP. The aim was to discover the younger generation and acquire fans of two generations: the kids and their parents.