Hey #gamedev, tell me about some brilliant mechanics in games that are hidden from the player to get across a certain feeling. Example:
Assassin's Creed and Doom value the last bit of health as more hit points than the rest of it to encourage a feeling of *JUST* surviving.
Alan Au @Alan_Au
This is not helpful at all, but racing games used to have this rubber-banding thing going on to make sure races were "competitive."
I started this thread differently, but changed my mind because I'm angry.
I want our games companies to stop favouring angry gamers over their own employees, over our health, over our well-being and over our jobs.
Not demanding better of your communities is patronizing! Thread:
What a goddamn rough couple of months...! Layoffs, no severance, companies wanting to finish a game before paying their laid off workers, people being fired over angry hate mobs demanding their heads. Like, fuck me, I'm so tired of this theme over and over again.
The theme being that the satisfaction of our audiences always comes before us, that their demands dictate whether we have jobs, what we get to make and how we get treated. Demanding better from our audiences alone probably makes me a gamer-hater in most people's eyes.
It has been super tough to end up here but: Today, I have finally signed an offer for my next gig. TBA, still, but finally after such a tough 2018, honestly!
I learned so much about interviewing and negotiating globally that I thought I'd write a master-thread on my thoughts: pic.twitter.com/bSXA2o0Po9
First of all: Everybody always thinks that there are "stars" in this industry who can go anywhere and get a job in an instant - some people would count me as one of them.
Let me tell you: It's a myth. Star or not, companies differ WILDLY in their needs, culture and requirements.
There is no guarantee for a job, ever. There is no holy grail level you can reach that will make you into this being that can pick and choose wherever they want to go. In the end, you need to find the exact right fit for both you and the company. That's a marathon, not a sprint.
Friends, did you know that in only 6 days from now, something deeply remarkable is going to happen in human spaceflight? Right as you’re reading this, a spacecraft is traveling to Mars. It’s name is InSight and to get you excited, I thought I’d write you a gif-reaction thread: pic.twitter.com/CHRYnefK2E
InSight is a wonderful, important mission with the goal to do a bunch of measurements, most importantly to measure the temperature of Mars’ core so we get an idea of its history - and hopefully the history of our own planet as well. pic.twitter.com/Biyd80MjoB
Essentially, InSight is a mission where we send a VERY FUCKING EXPENSIVE drill to Mars to see if it was once like Earth, understand the history of our solar system better and how life-sustaining planets form. pic.twitter.com/ZaD4nxMxiM
Hey #gamedev - I talk quite a bit about gamedev literacy as part of player understanding and empathy towards our craft, so I thought you should hit me with your favourite random gamedev terms and explain them! Like when everybody was wild about hearing about frustum culling! ✨ pic.twitter.com/i0fmlfsrZX
Some terms popped up during my hidden game design work, terms such as Coyote time, referring to the split second after falling off a ledge where jumps are still valid in mostly flow-based sidescrolling platformers. pic.twitter.com/GdGzFUanGT
Most people hopefully already know what Breather Levels are, but in case you don’t: Game designers deliberately craft those levels as relief levels that are usually comfortable and easier to manage with familiar patterns or focus on other skills and areas of gameplay. pic.twitter.com/RIyW4C4gpn
Ok ok so... I was thinking about the amazing car chase scene in Uncharted 4 and I wanna write a small thread about how well designed and curated it is. Let’s gooooo....! https://t.co/I0cZSFwHDt
I don’t have to scream at you about the cinematic mastery of Uncharted, that’s pretty obvious. But I specifically love the grit of Uncharted 4 and especially how it uses voice acting and sound design to emphasise timing and pretend that Drake is kinda winging everything.
So we start off the chase segment by - of course - jumping into the car, because of course. We get a verbal cue for our task here, which is very simple, but brilliant to set your mind to what comes next: “Just to down”, meaning downhill. It implies a “no matter how”.
Here, have a short thread on giving useful feedback to game developers, because I run into too many people who might mean well but give completely unusable and kinda entitled feedback, whether that's a conscious thing or not.
Rule No1: Please, please, PLEASE try your hardest avoiding language such as "you should", "you have to", "this needs to". Same goes for "This is shit" and so on. This is not feedback.
Remember that it is impossible for you to know the entire context to the production.
This language is condescending and entitled. It puts me off IMMEDIATELY, I don't even care if your points are valid, seriously. At that stage you're disrespecting my experience as a developer from ground up and we're not having a conversation anymore.
Hey #gamedev - let's play a game, shall we? If you work in any role in games, especially any special skills role, reply to this tweet by posting a bunch of questions you usually try to answer throughout your day and projects.
I'm a game designer, so I'll start:
What do players do second-to-second, minute-to-minute and hour-to-hour?
How will they control the game?
What is the overall theme of the game?
How do systems and dynamics plug into one another?
What synergy do my systems exhibit?
Can players jump, swim, fly, make choices?
Are there doors in the game? Can the player open them and if so, how?
What tools do I need to plug systems into one another?
How do I surface choices to players?
How do I support players in going down the path I've planned for them?
What's makes my world believable?
I’ve been asked a million times to write a thread about how to be outspoken in an age of online harassment and... I’ve been resistant to it, but I think I might have an angle for you.
It’s inspired by Spiderverse and NASA. To get in the mood:https://t.co/dkKn54CLEX
Let’s go. pic.twitter.com/qTNgQBMXJk
So, there are a couple of disclaimers that come with this thread...
First of all: This is about my personal experience and it might not st all work for you. There is no rule set I can offer that is ultimate. In the end you’ll need to find what works for you and your cause.
I’m not a trained professional, I have not learned anything formally that relates to it. This is how I’ve gotten by because I had to. And it’s a little bit about how I figured it out along the way, found the right resources and how to work through issues.
I'm on research days again so I'm providing my team with random space facts among the useful stuff.
Wanna hear weird space facts? Here:
Turns out that having sex in zero-G is pretty damn difficult because of fluid changes and how fluids behave in general...!
Essentially, having an erection in the first place, not to mention keeping it is pretty difficult due to fluid shifts to your upper body.
Probably really late to the party but as I’m researching interesting characters for our upcoming project, I wanted to write about why Effie Trinket is my favourite Hunger Games character and how she is a personification of the broken capitol society, slaves of their own system. pic.twitter.com/shRMONBBAG
Effie has by far one of the most interesting character arcs throughout all the movies (haven’t read the books, sorry) and I love how through her behaviour and breaking point, the story of the capitol society becomes really apparent. She shows that they are all victims too.
Effie has a way of really really pushing herself and her surroundings to play along with the rules of propaganda and distraction - this is how she has learned to survive in the capitol machine her entire life. The masquerade is literally her job. She breathes this.
Good morning friends! The list going around on twitter at the moment where people tag women in games that inspire them has rendered my mentions unusable - apologies for not replying to your tags, I can’t keep up. So here’s a selfie and me saying thank you for thinking of me. pic.twitter.com/SiPytrzsWF
I know people always say to tailor CVs towards roles and companies, and I have done that in some special cases where I've left out some side-projects or quirky work that would be beneficial to be mentioned for a different role.
Overall I made my CV according to what *I* wanted.
For example: I'm a really decent concept artist. But I categorically leave it out of my CV because I don't want to be hired for that and I have had companies push me into art or even ask me if I'm really an artist who tries to be a game designer (rude much?).
Don’t be afraid to turn down places that make you do insane amounts of labour to even get an interview, e.g. huge design tests. I turned down places like that and engaged with some that were borderline about it but excessive design tests were always daunting.
You know what, how about this:
Please link and tag in the comments of this tweet your recommendations for Youtubers who don’t have a history with “accidentally” being racist, sexist or otherwise bigoted? Show me awesome YT talent!
Bonus points for women and poc! pic.twitter.com/tqMcpFaiIH
Mark Drew 🔜 Unreal Academy @markdrew
So many good ones but just gaming ?
Okay, let's talk a little bit about developing professional contacts, the work that is involved in that and maintaining those...
I bet if you are in any creative, emerging, technology, whatever industry, you've been told that networking and contacts is everything.
That is entirely true. Knowing people, pouring energy in knowing people and fostering your own field is invaluable, for you and them.