Guillaume Pierre

@DesignGuillaume

Senior Designer at . Formerly the Lead Gameplay Scripter and a Designer on SimCity. Also worked on Spore, SC4:RH, and various Sims games & EPs.

Berkeley/San Leandro, CA
Vrijeme pridruživanja: ožujak 2010.

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  1. Prikvačeni tweet

    Have you been wondering what I’ve been up to this last year? Today I’m stoked to announce I’m a Senior Designer at !

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  2. proslijedio/la je Tweet
    6. lis 2019.
    Odgovor korisniku/ci

    I keep misreading untitled goose game as entitled goose game and somehow it still all makes sense

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  3. 4. kol 2019.

    It had gotten scared away by a squirrel and a blue jay a few minutes before

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  4. proslijedio/la je Tweet
    12. lip 2019.

    at Thanks to our partners Seasun Games for the space on their stand

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  5. proslijedio/la je Tweet
    6. svi 2019.

    New boardgame app! Shards of Infinity, the follow up deckbuilder to Ascension, has launched for iOS, Android and Steam. iOS: Android: Steam:

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  6. 2. svi 2019.

    do you know anyone who'd be interested in this gig☝️?

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  7. 2. svi 2019.

    My new project at is looking for a creative writer with experience writing interactive fiction/games for a female audience: Get paid for your sample!

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  8. 29. tra 2019.

    Another ex-Maxis joins the team! Welcome David Patch (lead artist on SC3K, SC4, The Sims 2...) to !

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  9. 26. tra 2019.

    Oh, and glad to see Bad Reporter is back in the pages of the ! It had been dearly missed.

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  10. 22. tra 2019.

    Someone fired 6 or 7 shots just after 10pm last night AT THE EXACT SAME SPOT. Doesn’t seem anyone got injured this time, thankfully.

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  11. 11. tra 2019.

    We're looking for a senior game designer at ! This is a rare opportunity to come up with new game concepts & have one of them be developed by a world-class team of developers:

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  12. proslijedio/la je Tweet
    12. velj 2019.

    Our game is “Game of the Day” on iOS, in the US. Great milestone for Magic Fuel Games Inc. 🤘 We are currently looking for amazing talent to bolster our team for current and future products. Apply on our website:

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  13. . is looking for a Marketing Manager as well as a Mandarin-speaking Assistant Producer. ♀& 🏳️‍🌈 encouraged!

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  14. 4. pro 2018.

    Thanks for reading! I’m forever indebted to who taught me about how to create paper prototypes many years ago back at Maxis.

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  15. 4. pro 2018.

    Paper prototyping has been integral to the way we develop games at since the inception of the company. I’m curious how other people do it, so don’t hesitate to share your experience!

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  16. 4. pro 2018.

    We were finally able to simulate the game both from an attacker’s and a defender’s point of view, and test that experience. Unused rooms were rotated and put on paper clips to represent what would eventually become the characters in the game:

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  17. 4. pro 2018.

    But wait! The board and pieces had a second life as a battle mode prototype. Rooms suddenly needed functionalities, which helped us define a basic set of nouns and verbs we used in the real game:

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  18. 4. pro 2018.

    This allowed us to experiment with the size of the map, whether there should be an underground, and how rooms should be built in it. This was also the end of the build mode paper prototype, it had accomplished its purpose admirably.

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  19. 4. pro 2018.

    To illustrate the idea of the automatic stairs, I built a huge board using a shipping box, and glued/stapled stair columns every two room tiles. The attempt to reproduce a small screen experience took a backseat in the process, but the goal had changed anyway:

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  20. 4. pro 2018.

    The solution was to automatically place stairs to the left or right of the rooms when players stacked one on top of another. This helped standardize the room size and worked with single and double wide rooms.

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  21. 4. pro 2018.

    We were getting close, but not quite. At this point, we were happy with the relative size of the rooms, but placing the staircases manually was feeling like a chore rather than an interesting choice.

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