- Joined
- May 29, 2010
- Messages
- 36,867
you said "this", as if LESS T_T's recent post confirmed it.
As I recall there was still some ambiguity about what kind of RTS-RPG it'd be like. Some people suggested Mount and Blade (which is not isometric).
you said "this", as if LESS T_T's recent post confirmed it.
How so? I doubt the CURRENT industry standard is such that many people here would find agreeable.I think many people here would argue this is a good thing :-P
Indeed. That's why I am looking up to indie developers more than anyone else. Indies have to innovate to stand out and achieve financial/marketing success, otherwise they risk drowning in the flood of same-y games and die of starvation.But i wouldn't really associate innovation with working with (in)experienced people, if anything in general people work in game development because they want to make games and they're bound to have ideas of their own after a while - however in large companies unless they're on some lead position (which are by definition very few) chances are they wont be able to work on what they want.
Currently, we’re seeking an experienced Lead Producer to lead a team on an unannounced premium PC RPG.
Also curiously Art Director Nate Abell became "Creative Director" from Art Director this month. https://www.linkedin.com/in/nateabell/
He's now Consulting Art Director.
Also "tech animator" left in July. https://www.linkedin.com/in/sterlinganimation/
I guess July was when some shift happens.
Contributed to several core systems used in a game that was cancelled. The project was built in Unity, and had extensive use of Scriptable Object Architecture patterns.
• Worked alongside the design and art teams to develop and implement a prototype real-time duel-style combat system with dynamic weapon and damage systems for a PoC build that was accepted by a publisher.
• Re-architected the duel combat system into a turn-based combat that relied on narrative systems included in the game to increase the impact of player decisions when entering a combat scenario.
• Built a Unity Timeline-based cinematic system to provide a satisfying visual payoff to player turn actions, with each action having unique animated sequences.
• Implemented an AI system based on a Hierarchical Task Network, with actions taken based on their AI profile, which could be driven by prioritized list of available actions or, eventually, influenced by narrative tags.
• Created initial UI for combat system to clearly communicate all stages of the turn-based combat system, introducing the player to the core economies used in taking actions on their turn, and how they could improve the results of their actions with strategic planning.
I was brought on to help pitch products and then, once funded, was contracted as the Art Director to build an art team. I worked with leads and directors to align the art team internally and with brand managers and external art directors to align the art direction externally.
Paradox are cutting their ties with indie rpg devs after VTMB2 fiasco.
A shame that they survived the bloodbath only to get hit a few months later. Meanwhile, The Chinese Room keeps on trucking.
Seems like this outcome might have been a result of losing their guy https://twitter.com/ShamsJorjani/status/1463639130714386437
Nicely scooped. Very shitty news tho, hope everybody lands on their feet.sad news
Might be a blessing in disguise. Imagine the game was released and it was mediocre.The decline always finds a way. We should have known better than to think it was possible for a good game to exist in this time line.