Joining the important migration from Twitter, X.
Its a problematic platform owned by a robber baron sociopath and not worth the time.
Follow me for more Level Design Learning posts: @patrickhaslow.bsky.social
Please, if you care about the rise of a fascist danger more than #gamedev, get your ass off of Twitter / X and over to Bluesky NOW.
Stop fucking shrugging your shoulders in apathy whilst worrying about follower counts.
That other non- X platform is up to 21 million users, adding about a million daily.
Follow me for more Level Design Learning posts: @patrickhaslow.bsky.social
#gamedev#leveldesign
That other non- X platform is up to 21 million users, adding about a million daily.
Follow me for more Level Design Learning posts: @patrickhaslow.bsky.social
#gamedev#leveldesign
Joining the important migration from Twitter, X.
Its a problematic platform owned by a robber baron sociopath and not worth the time.
Follow me for more Level Design Learning posts: @patrickhaslow.bsky.social
I’m seeing all the #StarWarsOutlaws art blast posts and although I’m happy for the artists, I’m always sad there isn’t a #leveldesign blast as well.
Ironically, what inspired me in #gamedev was “behind the scenes” footage of Star Wars.
The game equivalent is level design WIP!
I remember her complaints about Bioshock Infinite, it’s certainly consistent.
It’s great to be able to choose an absolute ethos of gamedev without factoring intended audience with the entertainment proposition of the particular game.
One hopes it finds a sufficient audience.
9 DAYS 👀
After three long years, my traditional survival horror game Hollowbody comes to Steam and GOG on September 12th.
you can help me out by wishlisting below :)
After a long hiatus from #gamedev education, am starting work on a video focused on puzzle design.
On #HogwartsLegacy I designed some puzzles in #UnrealEngine for Merlin Trials. Although the Avalanche team went in a different direction, there were some interesting 3P puzzles.
Another sad fact about closing of #GameInformer is the loss of decades of articles.
Effectively nullifying the impact of years of #gamedev on human culture.
It echoes the problems in the film industry, where profit motives are imbalanced away from preserving cultural heritage.
This format is dominating #gamedev now.
As a recruiter, I do not prefer splitting information horizontally like this. It divides the reader’s attention.
Too much info at a glance is overwhelming.
Experience trumps all formats.
It’s not a sin to encourage vertical scrolling.
Remember The Thing? Not the cult classic John Carpenter horror movie from 1982, but the video game continuation from 2002? Well, it’s coming back, courtesy of remaster specialist Nightdive Studios. bit.ly/3XferES#IGNLive#IGNSummerofGaming
ALT The Thing: Remastered Is the Next Revival From Nightdive Studios | IGN Live 2024
Happy birthday to the one and only Paul Giamatti! 💙 Here's a great moment from his trip to our films closet, praising the wonder and terror of CARNIVAL OF SOULS (1962).
PSA about #UE5 World Partition maps and the Content Browser:
If you have “spatially loaded” actor instances, when that asset is moved to a new directory in the CB all the instances of it in WP maps will lose their cell assignment, and won’t load at runtime.
@HighlySpammable?
You can find the broken instances by selecting the world origin in the World Partition window and loading those cells, and you may have to re-create those assets in the new desired directory to use as replacements for those instances.
Supposedly there is a commandlet in most recent ##UE5 versions (which?) to move such assets, but moving many assets appears to be extremely laborious.
The usual process of fixing redirectors after moving in the CB will not fix this issue.