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Posts by Dan Lowe

Characters that hold heavy weapons with zero posture adjustment.

2 weeks ago 16 0 1 0

Been making games professionally for 20 years today. 🥳👴🏻

2 months ago 13 0 1 0

Hope you’re ok Tim.

9 months ago 1 0 1 0

Wrapped up Assassin's Creed: Shadows over the weekend. Really enjoyed it! Has been my favorite AC in a long time (up there with AC2 and Black Flag for sure). Well done to the dev team!

10 months ago 2 0 0 0

Looks great Jim! Can’t wait!

11 months ago 1 0 0 0

Hoping I can crowd-source some data:

How long does it take for you to export animation from your DCC program?

Additional info that would also help:
- frame number
- character count
- joint count
- # of props, cameras, extras
- cines and/or gameplay

11 months ago 4 1 1 0
The Best Game Animation of 2024
The Best Game Animation of 2024 YouTube video by New Frame Plus

There was a lot of good game animation in 2024, and I found ALL OF IT.

#animation
youtu.be/eD_dYrVFTEY

1 year ago 794 253 25 35

This thread is what half our phone calls are like.

1 year ago 3 0 1 0

…target for all other enemies or weapon types. The push to “make a game” of things is pushing back on people making individual features that might be interesting in isolation, but don’t contribute to the gameplay loop.

1 year ago 1 0 1 0

…or made prototypes that were interesting in isolation but didn’t make sense within an actually game loop. The other thing that in my experience hasn’t worked well is “templating”: Basically saying let’s make one weapon, or one enemy type, and we’ll take that to final, and then that will be the…

1 year ago 1 0 1 0
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I don’t think we fundamentally disagree. I’m definitely not suggesting taking uninformed shots in the dark, just as you’re not suggesting to design exclusively on paper for months on end. I guess my perspective comes from having worked on projects that either restricted early development to paper…

1 year ago 1 0 1 0

Also can’t stress enough: Make a game out of your prototypes. It’s one thing to use a feature in its own test level, just to nail the realization, but to really see if it’s fun, create a challenge out of it. Playtest a full scenario. Create a tournament to see who on your team is best at it.

1 year ago 2 0 0 0

100% agree with this. Games are a complex mix of interacting systems. It’s near impossible to predict how those individual systems will actually work out, until you can put them into context.

1 year ago 10 1 1 1

Congrats!

1 year ago 0 0 1 0

Oh wow, bit of a nostalgia overload here: That Captain was the first miniature I ever painted.

1 year ago 1 0 0 0

I do. That’s awesome!

1 year ago 2 0 0 0

I was unfortunately impacted by the studio closure today. I appreciate any support or leads and am open to new work.

1 year ago 273 115 12 2

The Design of Everyday Things by Don Norman is great and super applicable.

1 year ago 2 0 0 0
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Astartes II – Official Teaser Trailer | Warhammer+
Astartes II – Official Teaser Trailer | Warhammer+ YouTube video by Warhammer

Awesome. youtu.be/sbgYaeerXhg?...

1 year ago 17 0 2 0

That’s awesome! Congrats Liz!

1 year ago 3 0 0 0

The publisher is between a rock and a hard place. They don’t want to negatively impact the pre-prod project, but there are so many dominoes lined up with the shipping project that they can’t delay. They just have to deal with the problem in front of them.

1 year ago 3 0 0 0

Absolutely. Or a common one is you get important projects nearing shipping, and you need all hands on deck, so you have to pull people from your projects in pre-production to get the near-shipping project out the door. But then those pre-prod projects are now no longer establishing their direction.

1 year ago 2 0 1 0

You could maybe argue that they should take those people and spin-up something new, and sometimes they do, or sometimes it’s a mix. It’s just not an easy situation. Anything new is also going to be in pre-pro and not ready for 200 people.

1 year ago 24 0 0 0

Is the publisher at fault? Well no, they shouldn’t be rolling people on to a sequel that no-one wants, and they were trying to do the right thing saving people’s jobs. Sometimes this is just one of those things.

1 year ago 26 0 2 0

…But maybe those teams are still in early pre-production and aren’t ready to have 200 people dropped on them. Suddenly the burn rate of that team goes through the roof and the cost of those early months/years where you’re supposed to be taking your time to find the right idea, becomes astronomical.

1 year ago 27 0 1 0

…But then then the game comes out, doesn’t sell well, and the publisher decides not to go ahead with a sequel. The publisher doesn’t want to fire people, so they see what else they have in development, and shifts those people to other teams…

1 year ago 21 0 1 0

One thing that doesn’t get talked about much is the impact that cancelling projects has on other projects. For example, say a team just released a game that was expected to do well, and that team was expected to go directly on to working on a sequel…

1 year ago 25 1 1 0

If I can give any advice on finding direction, just make sure everyone on your team is building things during pre-pro that you can actually play. Too many developers get paralyzed waiting for direction, or get stuck on paper designs. Build it, play it, if you need to throw it out, then throw it out.

1 year ago 43 0 0 0
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What Jason is saying here is right, but should stress that when people say making games is hard, they’re not kidding. Some of these management challenges aren’t necessarily because the managers are bad, but because finding a clear direction that works, is really, really difficult.

1 year ago 379 55 6 4
28th Annual D.I.C.E. Awards Finalists Revealed The Academy of Interactive Arts & Sciences (AIAS) is pleased to announce the nominees for its 28th Annual D.I.C.E. Awards (#DICEAwards), the video game industry’s premier awards show, with winners sel...

Congrats to all the nominees for the DICE Awards, particularly those in the animation category. Tons of awesome animation in games this year: www.interactive.org/awards/84Kd_...

1 year ago 4 0 0 0