The Oldest House has been taken over by an unlikely threat: Sticky Notes. Their endless replication needs to be stopped immediately, but they won’t go down without a fight.
FBC: Firebreak releases in Summer 2025. Wishlist now!
#FBCFirebreak
Our Creative Director Sam Lake with his Lifetime Achievement Award from the GDCA.
Sam accepted his award last night from Matthew Porretta, the actor for Alan Wake and long-time collaborator with Remedy. "He creates with a giving spirit, he sees people's greatest potential and he guides them to it with ease and enthusiasm", Matthew said about Sam.
You can watch Sam's acceptance speech here: https://t.co/ILIF0sowbm
If you're a user of Live++ and would like to inspect global variables in the debugger for recompiled code, we filed a feature request with the VS team that would help make this easier for you:
https://t.co/RJ2iGHlvIg
Please consider commenting on and upvoting this issue.
Tune into the Future Games Show on Thursday, March 20 for a new trailer from three-player cooperative first-person shooter, FBC: Firebreak, from Remedy Entertainment.
@ControlRemedy
If you've ever wanted to implement your own flexbox UI layout, or if you're just curious how it works under the hood, I've just uploaded a video walkthrough of how Clay's UI layout algorithm works!
EA has uploaded fully recovered source code for Command & Conquer (aka, Tiberian Dawn). C&C Red Alert, C&C Renegade, and C&C Generals + Zero Hour to github. W move!
https://t.co/6xPLT4M0vo
We're #hiring interns at @GravityWell
Our last two interns had a blast:
💸Paid Internship
❤️Empathetic AAA Team
✈️We'll pay for flights + housing
Apply here!
https://t.co/5VBHCve0SQ
#gamedev#gamedevjobs
P.S.
We're hiring other mid / senior art roles too :)
File Pilot, a modern and fast file explorer, is officially out in public beta!
https://t.co/v4OY47UD4h
After 3 years of development and hard work, it's finally in your hands!
A huge thank you to everyone who helped in any way throughout this journey!
Really sorry to hear about the loss of jobs at Ubisoft Leamington. :( That really sucks.
If you're affected, please, reach out, we're hiring for #Fable at Playground Games (@WeArePlayground) - we're just around the corner!
#gamedev
https://t.co/Ug5y2JiUgr
As a longtime Max Payne fan and admirer of the @remedygames I created this web-based tribute demoscene (link in the comments). I’d be grateful if you could check it out, any feedback or a repost would be greatly appreciated. Thank you!
RenderDoc v1.36 is now available! This version brings support for debugging DXIL shaders, as well as adding raytracing capture support to Vulkan and D3D12.
Full release notes: https://t.co/KfHgSG6Qwa
Binary builds: https://t.co/aK8hVBqImJ
Clay by @nicbarkeragain https://t.co/tjAClkBp2l looks like an excellent library. I will give this a spin during my time off and see if I can use it and save my time instead of implementing my own similar thing :)
I get a lot of emails asking about one-person licenses for the Slug Library. Information about that is now available on the website at https://t.co/wS0gJL7Isa, and it's copied below. Feel free to contact me with additional questions or to get yourself set up!
We have a single-engineer license for a one-time cost of $1500 (USD). This license includes the full source code for the Slug Library and associated tools, it allows usage in an unlimited number of commercial products, and it includes all future updates at no additional cost as long as you’re solo.
The Alan Wake 2 expansions art blast is out now on @ArtStationHQ
Take a glimpse behind the scenes of our process: https://t.co/tCCVGPFP5L
The expansions provided the Alan Wake 2 team with the opportunity to experiment and broaden their palette of horrors. #AlanWake2
We just released Oodle 2.9.13.
Significantly increased BC7 encoding speed (about 20-25% encode time reduction for non-RDO on typical content, 25-30% encode time reduction for RDO) at slightly increased quality.
Also several bug fixes and experimental WASM 64-bit support.
@molecularmusing@mikulasflorek@SuperluminalSft Pictures in both are of the maximum call
*Should* have exclusions applied for AV
Pic one makes a bit of sense where writing to the cache has to wait but ideally I could just skip the cache for this part and hit the cache later when I read in bulk
@molecularmusing@mikulasflorek@SuperluminalSft Hot Cache
Function Name: GetFileAttributesExW
Number of calls: 51758
Total time: 6s 362ms 297µs
Maximum: 5ms 244µs
Top Quartile: 122µs
Average: 122µs
Median: 122µs
Bottom Quartile: 102µs
Minimum: 499ns