AtlasNeverBlinks

@LitGrue

Tweets about games, primarily 'Immersive sim' inspired ones, sometimes game design tools. Not actually making any games. He/him.

Vrijeme pridruživanja: srpanj 2012.

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  1. prije 34 minute

    Finally a use for the crumpled up balls of paper used by environmental design artists to make offices look lived in. It could also be used when you have read a skill book..🤪

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  2. proslijedio/la je Tweet

    Good way to play a good game without giving the obnoxious developers money

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  3. prije 3 sata

    Sometimes I ponder a Dying Light/Mirror's Edge crossover, zombie infested slums at the bottom of the skyscrapers... fancy skyscrapers protected by private security and defensive technology, towering above it all.

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  4. proslijedio/la je Tweet

    Testing how my abstract mapping system could be used to produce interactive navigation maps outdoors, indoors and underground

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  5. proslijedio/la je Tweet
    prije 19 sati

    Let’s do this, friends! We’re just $177 away from being fully funded! Can we make it happen today??

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  6. prije 19 sati

    Another interesting thing about Far Cry 5's audio and storytelling is that they tried to use radio broadcasts to develop some of the story, but people didn't notice this (including me).

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  7. proslijedio/la je Tweet

    VR parkour on the Quest* ! *in VRChat! bc otherwise cool experiences like this would never be able to navigate the impossible Oculus Quest store submission policies.

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  8. prije 22 sata

    The game also uses licensed music tracks when the player drives in vehicles, with the type of music played similarly influenced by the area they are in."

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  9. prije 22 sata

    world controlled by the different cult members, from country to glam rock to industrial music, representing how the hymns of Joseph Seed evolve under his siblings' personal preferences.

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  10. prije 22 sata

    the game and tie it to the narrative. To do this, they create hymn-like gospel music, but with lyrics that described the cult's end-of-the-world teachings. Further, extending on the idea of multiple antagonists, the style of the music shifts as the player enters regions of the

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  11. prije 22 sata

    Wikipedia re: Far Cry 5's music "According to audio director Tony Gronick, the team desired to have music in the background through much of the game world, but want it to reflect on the nature of the cult, so that the player would be experiencing the cult's messaging throughout

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  12. prije 22 sata

    There's a fairly big SPOILER in this article about Far Cry 5's soundtrack.

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  13. proslijedio/la je Tweet
    5. velj

    If you go through the Linkedins of staff, you'll see that leads for every department - from programming to QA to art - are now no longer working at Otherside on System Shock 3.

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  14. proslijedio/la je Tweet

    🔮STONESHARD 🔮OUT NOW!🔮 Become a mercenary in the kingdom of Aldor and find ways to earn a coin in its war-ravaged lands.

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  15. proslijedio/la je Tweet
    6. velj

    sometimes I forget that I made a clone of Devil Daggers except everything, including the audio, was made using the same .png file of King Dedede now & then a lost soul comments their highscore on the page reminding me of my sin and filling my heart w/ joy

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  16. proslijedio/la je Tweet
    6. velj

    What are some good games with hub worlds? I've been reading 's book and hub worlds feel so cozy to me. I dont play a wide enough range of games to know of examples beyond Nintendo/ A hat in time

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  17. proslijedio/la je Tweet
    6. velj

    Hypnospace Outlaw is cheap for 24 hours only!

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  18. 6. velj

    Huntress: Boltcaster, but for spitwads.

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  19. proslijedio/la je Tweet
    5. velj

    one of the limitations of games which bothers me the most is that you can't actually divide the sensorium of your audience into multiple truly parallel points of view. now i want to make a game with a huge grid of separate first person perspectives and security camera views..

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  20. proslijedio/la je Tweet
    5. velj

    *Narrative Comprehension is also a skill required by Immersive Sim style games, particularly piecing together a coherent narrative from across multiple vectors (readables, audio logs, cutscenes, overheard dialogue, etc).

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