Here's very smart game developer @checker on why SpyParty's diversity will matter so much: http://kotaku.com/spypartys-next-claim-to-fame-itll-be-the-most-diver-631842671 …
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Replying to @AnimationMerc
@animationmerc@EvNarc@hoskingc right, I understand, I'm just not sure it isn't true in a way that's meaningful...we should switch to email1 reply 0 retweets 0 likes -
Replying to @checker
@checker@AnimationMerc@EvNarc@hoskingc Many engines in the early days did not have retargeting, so _everything_ had unique skel + anim.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@checker@AnimationMerc@EvNarc@hoskingc So sure, it's inaccurate. But I'm not sure it actually matters to anyone...1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@AnimationMerc@EvNarc@hoskingc but I'm not talking about retargeting, I'm talking about shared skels, like marines in a squad1 reply 0 retweets 0 likes -
Replying to @checker
@checker@AnimationMerc@EvNarc@hoskingc Right. I'm saying that originally, if you had, say, a slightly taller marine, it had to be unique.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@checker@AnimationMerc@EvNarc@hoskingc Slightly broader shoulders? Unique.1 reply 0 retweets 0 likes
@checker @AnimationMerc @EvNarc @hoskingc So a lot of times you had all unique skeletons and animations simply because you had to.
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