@william_boxhall Too kind - thank you.
I think that's a pretty flooded market as it is? Or seemed to be the last time I took a look. @reasonstudios Figure comes to mind as a prime example.
@AeornFlippout I feel like the one I did for Void Bastards was probably thorough enough that a talented architect could go off a build a good skeleton for the whole game - not that I'm in the clone business, but I've wondered...
@AeornFlippout I'll try and dig it up - it was when I was a game director at Ubi, not sure if it may the exodus on my way out.
I did one for Archero (super sticky loop for a mobile game - not rich in morals, but 🤷♂️, can't deny it was hard to put down)
@JaniceChu_89 I wake up at 5:30am to hit the rowing machine for an hour, quit drinking and mainly am composed of SALADS at this point - all of which is in service of degrading SLOWER
Kinda weird to think that I’ve directed indie projects with 2 devs all the way up to projects with 100+ folks, and FRACT was the last thing that really went out with my particular stank on it.
I should do something about that I guess
For FRACT OSC's 10th Anniversary we have put together a retrospective playthrough with tons of behind the scenes insights into the process and story of how this landmark indie title got made! Strap in, it's 5 freakin' hours!
https://t.co/p6sqi0wu5T