Open for narrative design contracts. Three shipped narrative games. Built Starlight, a live AI narrative engine. Strong on tight dialogue, branching structure, and design documentation. Small or mid-tier studios welcome.
https://t.co/sjQZnXLtJ4
@asha_shar had an idea for the reset and thought I would throw my name in. I’m also aware that reorganizing is hard but I love doing this. Also Love what you’re doing btw.
Bethesda — Narrative/Single-Player Prestige
•Bethesda Game Studios (Fallout, Elder Scrolls mainline)
•id Software (Doom)
•MachineGames (Wolfenstein, Indiana Jones)
•Arkane Austin (Prey, immersive sims)
•Arkane Lyon (Dishonored, Deathloop)
Xbox Live Studios — All Live-Service/Multiplayer, Consolidated
•ZeniMax Online Studios (Elder Scrolls Online)
•Elsewhere Entertainment
•Activision (Call of Duty)
•Infinity Ward
•Raven Software
•Sledgehammer Games
•Treyarch
•Blizzard Entertainment (WoW, Overwatch, Diablo)
•King (Candy Crush)
Xbox Game Studios — Core First-Party
•inXile Entertainment (Clockwork Revolution)
•Halo Studios
•Turn 10 Studios
•Playground Games (Forza Horizon)
•The Coalition (Gears of War)
•Rare
•Mojang (Minecraft)
Why this works, in two ways
1It matches how players already think about these games vs. live-service vs. Xbox’s own originals instead of grouping by acquisition history nobody remembers.
2It directly solves the management-layer bloat Sharma herself flagged (14 layers down to 3-5) by giving each division its own dedicated CEO/COO instead of one sprawling leadership structure trying to understand Call of Duty monetization and Elder Scrolls lore with the same team.
@hiarun02 Yeah it can build apps but are they building good apps apps people want to use just because the coding is faster doesn’t mean it’s better you still need taste
@kaaaash____ They either learn to code or they don’t vibe coding is only useful to vibe coders that have taste it removes barriers and the friction of coding people just misuse it like any other tool
Had a thought and wanted to share it about one of my favorite games. What remains of Edith Finch is what got me into game development so here it is.
What Remains of Edith Finch isn’t about the family not really. It’s about the house the house is the anchor. Edith didn’t come back to learn about the Finches she came back to understand the house. The family are just the stories within the house.
The house was always the emotional anchor of the story. @giantsparrow
@TheGameBakers You know what would be cool a no stamina or free climb mode where you can just climb without worrying about stamina like make it a setting so that some of us could just climb and enjoy it just an idea tho loving the game so far ☺️
Hot take:
Silent Hill: Amelia > Silent Hill: Townfall
Sorry Konami.
I said what I said. 😭
St. Amelia is already the name of the town. Amelia is mysterious. Townfall sounds like a zoning dispute.
This is now my internal name for the game.
The Continuation Cycle is the spine of Silantic Interactive: eleven games, three seasons, one cycle.
Apollo 22, Isolocation, and The Ordinary Gentleman are the first three with more coming very soon.
Follow for more soon.
https://t.co/QoeyZxzABw
#gamedev#indiegames #interactivefiction
@NOENDSTUDIO1 Hey noticed your inbox is closed is there some other way we might be able to talk! I was hoping to get to know other game devs and honestly get some advice. Anyway let me know
Seven days. Three murders. A man trying to remain legible to himself while the case stops making sense.
Third game in The Continuation Cycle.
https://t.co/31sLuJHYxm
#gamedev#indiegames#Interactivefiction
A deep-sea facility. A routine. A choice that keeps being available: leave, or stay.
It is the second game in The Continuation Cycle from Silantic Interactive.
https://t.co/W9I7BzjHUn
#gamedev#indiegames#interactivefiction
A deep-sea facility. A routine. A choice that keeps being available: leave, or stay.
It is the second game in The Continuation Cycle from Silantic Interactive.
https://t.co/W9I7BzjHUn
#gamedev#indiegames#interactivefiction
#WIPWednesday: the Starlight roadmap is public.
Year 1 is native mobile. Year 3 is voices and multiplayer campaigns. Year 5 is shared persistent worlds and AR.
Ambitious, yes. But if you are building a world engine, you should probably aim at the horizon.
https://t.co/7sx4RHA2Zs
#gamedev #Indiedev #sologamedev
#WIPWednesday: the Starlight roadmap is public.
Year 1 is native mobile. Year 3 is voices and multiplayer campaigns. Year 5 is shared persistent worlds and AR.
Ambitious, yes. But if you are building a world engine, you should probably aim at the horizon.
https://t.co/7sx4RHA2Zs
#gamedev #Indiedev #sologamedev
One thing I want Starlight to be known for: it keeps getting better.
Not giant mystery drops once a year. Continuous updates. Bug fixes, memory improvements, new systems, cleaner UX, better worlds.
A living roleplay engine should be maintained like a living thing.
https://t.co/PJadTOiDw2
#gamedev #Indiegames #sologamedev