Desde las pacíficas habitaciones de Corvo Bianco hasta la batalla bajo una luna llena, Blood and Wine sigue siendo uno de nuestros proyectos más inolvidables.
Hoy, levantamos una copa por las historias, los personajes y las batallas que hicieron de Toussaint un lugar como ningún otro. ¡Gracias por acompañarnos en este viaje!
Por una década de aventuras 🍷
You might have heard the rumours, it's time to reveal what we are working on.
🗺️ An open world Middle-earth RPG.
⚔️ A new Kingdom Come adventure.
We’re excited to tell you more when the time is right.
#WarhorseStudios#Annoucement#lotr#KingdomComeDeliverance
Digging back into Mistborn for the screenplay, and enjoying writing some new High Imperial for the first time in a long while! (If you know, you know.)
Entrevista completa con José María Faraldo sobre la situación de los libros de The Witcher en español.
Esperemos que este no lo borren.
#QueremosTheWitcher
¡Tenemos que correr la voz!
Seguid haciendo ruido, intentad que esto llegue a todos lados y no os olvidéis de utilizar el hashtag #QueremosTheWitcher.
Los libros de The Witcher tienen que volver a ser publicados en español...
Hemos descubierto qué está pasando con los libros de The Witcher en español.
En nuestra entrevista con José M. Faraldo, traductor de la saga, se revela que la agente de Andrzej Sapkowski es quien está bloqueando la situación.
Entrevista completa en YouTube.
#QueremosTheWitcher
It’s been a week since we announced Divinity, our next RPG, and a lot has become lost in translation.
Larian’s DNA is agency. Everything we work towards is to the benefit of our teams, games, and players. A better work day, and a better game. Our successes come from empowering people to work in their own way and bring the best out of their skill & craft, so that we can make the best RPGs we can possibly make.
In that context, it would be irresponsible for us not to evaluate new technologies. However, our processes are always evolving, and where they are not efficient or fail to align with who we are, we will make changes.
To give you more insight, we’ll do an AMA featuring our different departments after the holiday break, in which you’ll get the opportunity to ask us any questions you have about Divinity and our dev process directly.
We’ll announce the date in the new year. In the meantime, I wish you all happy holidays!
Holy fuck guys we’re not "pushing hard" for or replacing concept artists with AI.
We have a team of 72 artists of which 23 are concept artists and we are hiring more. The art they create is original and I’m very proud of what they do.
I was asked explicitly about concept art and our use of Gen AI. I answered that we use it to explore things. I didn’t say we use it to develop concept art. The artists do that. And they are indeed world class artists.
We use AI tools to explore references, just like we use google and art books. At the very early ideation stages we use it as a rough outline for composition which we replace with original concept art. There is no comparison.
I talked about how we use ML here if you would like to know more:
https://t.co/41KPNjaqI7
We've hired creatives for their talent, not for their ability to do what a machine suggests, but they can experiment with these tools to make their lives easier.
Al final resulta que Team Cherry trabajó creativamente a placer durante todos estos años sin movidas ni dramas, disfrutando y apartados del ruido de internet.
Si Silksong supera a Hollow Knight, no solo podría ser lo mejor de la historia de su género, si no un modelo ejemplar a seguir como estudio de desarrollo.
Donde la calidad creativa y la libertad priman sobre todo.
Loïc J. Lopez, un fan de El Señor de los Anillos, ha recorrido toda Nueva Zelanda visitando los lugares en los que se rodó la trilogía. Nunca he sentido tanta envidia por alguien.