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  1. 5 hours ago
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  2. 5 hours ago

    Applied to a movement script

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  3. 5 hours ago

    Now THIS is the ease out curve I've been looking for.

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  4. Jan 1

    My very first attempt I tried to make everything a modular component, and it became too rigid and difficult to use. Yesterday's attempt had too little modularity and I was ending up writing the same code over and over. We'll see if I can strike the right balance today.

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  5. Jan 1

    Each "shot" is a bucket I can throw code into. Some shots are generic (move the camera from point A to B while looking at object C). Others can be more bespoke (wait until object X is finished with its animation and then move the camera to position A).

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  6. Jan 1

    I *think* the key is to have a cinematic object composed of one or more "shots". The cinematic is generic and handles repetitive tasks: fading a scrim in and out, sliding cinematic frames in and out, telling the scene handler when the cinematic is finished, and so forth.

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  7. Jan 1

    Yesterday I was again defeated in my attempt to build a cinematic system. Good start, but devolved into the same convoluted mass as past attempts. Trying to step back and look at the whole problem. I need a modular system to handle the following 👇

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  8. 20 Dec 2020

    Or this—much more interesting than I gave myself credit for at the time. Not sure if time and space is required, or if there's some way to see whatever my current work is in a brighter light.

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  9. 20 Dec 2020

    Gotta look through old folder more, I can use this stuff. Thanks, past me.

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  10. 20 Dec 2020
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  11. 18 Dec 2020

    Just met with to discuss sound design for How We Speak To Ourselves—he had some very unique, interesting, creative ideas that I am genuinely excited to explore.

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  12. 17 Dec 2020

    Legend: White – scene load Orange – cinematic events Blue – UI / menus Green – gameplay

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  13. 17 Dec 2020

    I've never really strung so many scenes, menus, and cinematics together, and I've been really struggling to wrap my head around it. Finally took a step back to diagram out what I want.

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  14. 13 Dec 2020

    Working on a game in a very literal sense this morning.

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  15. 12 Dec 2020

    At that point where I need to bite the bullet and do all the boring stuff 😐 But I have a plan to build it in a generic way, so it can all be easily imported into future projects.

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  16. 9 Dec 2020

    Observation 3: good composition means they don't need to fill the scene up with all kinds of stuff to make it interesting. Same goes with a really good use of darks. Doesn't need to be complicated to be striking (quite the opposite!).

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  17. 9 Dec 2020

    Overvation 2: while assets have very simple geometry, they have thoughtful attention to detail. The buildings are often little more than boxes—but they have a lovely gradient, what appears to be slight color variation on each face, and small suggestive details. Simple but rich.

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  18. 9 Dec 2020

    Observation 1: by keeping the scene simple, they've often been able to be suggestive rather than literal. A handful of bricks on the side of a building suggest a material. A smattering of leaves suggest a tree.

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  19. 9 Dec 2020

    Finally started playing . Stunning art direction. I've actually taken to studying various assets and scenes by sketching them out. The shot below is like a master class in elegant use of a minimal design language.

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  20. 5 Dec 2020

    I walked into the lost woods and was blown away. How did they make such deep, mysterious woods without any trees! Smoke and mirrors. So impressive.

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