Jeremy was a game dev who worked alongside OG @Halo developers on @SixDaysGame . He revered them, and I hope his work will be remembered like theirs. Thanks @RealOscarMike for this render of Jeremy (left) and me (right) in our final Halo: Reach session just before his death.
Jeremy was my friend since 2012 when I worked on his mod Underhell. We worked on @InsurgencyGame for 7.5 years. When he got laid off I got him over to the @SixDaysGame team. We were close, and I’m extremely sad over his death. He was a true artist. Tell your friends you love them
I feel weird grieving openly online, but still wanna share this clip of Jeremy and me in Amsterdam 2019 at the @InsurgencyGame office during a documentary filming. Maybe men should intimately look each other in the eyes more often, especially since one day they won't be able to.
Jeremy was my friend since 2012 when I worked on his mod Underhell. We worked on @InsurgencyGame for 7.5 years. When he got laid off I got him over to the @SixDaysGame team. We were close, and I’m extremely sad over his death. He was a true artist. Tell your friends you love them
The creator of the famous Half-Life 2 mod Underhell, Jeremy 'Mxthe' Faucomprez, has recently passed away.
We thank Jeremy for giving us this amazing history to the world, leaving a huge mark to the modding scene, and we hope you are at peace.
We're deeply saddened by Jeremy's passing, Insurgency was a major inspiration for Ready or Not, and we are thankful for how the vision on that project helped us realize ours.
We're all in this together and mental health is no exception. Suicidal ideation can be a drastic place to be in- but transformation of it is also possible, please feel welcome to reach out for help if you find yourself in a similar situation:
https://t.co/7EZkAjcTzh
@duquette_bryan@VOIDInteractive Thank you for sharing this, never hesitate to tell any developer how much their project meant to you. It goes a long way especially in times like this.
Jeremy was my friend since 2012 when I worked on his mod Underhell. We worked on @InsurgencyGame for 7.5 years. When he got laid off I got him over to the @SixDaysGame team. We were close, and I’m extremely sad over his death. He was a true artist. Tell your friends you love them
@ChaoticBoi1337@LambdaGen Fuck, Inter was great. His animations were a huge part of the Chapter 1 weapon redesign. I remember doing video calls with him, I remember what his room looked like. Ich finde keine Worte, I'm very sorry for your loss.
@LambdaGen@InsurgencyGame@SixDaysGame Please keep doing what you're doing. Jeremy and I always loved Half-Life and modding meant so much to us. As gamers, as modders, and as career game devs. I'm so thankful for what you do.
I appreciate the Sandstorm shout-out but hey let's not call it half-baked realism. @CounterStrike's intention is a competitive design one: make reloading punishing. Can appreciate this esp as a NEOTOKYO° fan.
@gabefollower half-baked "realism" feature. if they really wanted this then "reloading" should put the half empty mag back on you to 'reload' with half a mag when you get to it again and 'double tap' the reload key to 'drop' the mag for a faster reload.
@sierrase7en I wouldn't say it's as simple as just bad management. The market is saturated, it's easier for smaller teams to make games, and recapturing an original game's magic in "low risk" sequels is hard especially when in AAA's case so much money is at stake where you can't take risks.
Worth noting some multiplayer FPS dev teams worked like dogs, slept under desks, and burned the fuck out trying to meet expectations like this back in those days and even today. It's not that simple or easy, even with large teams and all the outsourcing in the world.
I miss the days when DICE and Ripple Effect were able to launch expansion packs with 4 maps, 10 weapons, several vehicles and gadgets. I used to have fun playing the game for 3-4 months till the next expansion pack. Good times.
Since the launch of #BattlefieldV in 2018, we've been receiving gameplay content like two peas in a pod.
2 maps per season isn't enough to keep the player base in #Battlefield6. Fans deserve better than this live-service model. We've been asking for that since a long time.
@ValentinTheMad That's fair because it hurts innovation and discourages risk taking with new products. But to be fair it can enrich a game, give devs a chance to make improvements they genuinely want to, and provide more content for players who want it. I think it's about a balance.